{"title":"/Questions bread/","posts":[{"board":"3","thread":966806,"pid":966806,"name":"Anonymous","msg":"/Questions Bread/. Post your 3dcg questions here and hope for good answers. Lets'a go","attachment":{"attachment_url":"https://i.4cdn.org/3/1702259637263522.jpg","filename":"1678566406239124.jpg"},"posted":1702259637},{"board":"3","thread":966806,"pid":966860,"name":"Anonymous","msg":">>966806
What does everyone here like to model?","attachment":null,"posted":1702310870},{"board":"3","thread":966806,"pid":966861,"name":"Anonymous","msg":">>966860
Because I can't make my own sexy waifus","attachment":null,"posted":1702311133},{"board":"3","thread":966806,"pid":966909,"name":"Anonymous","msg":"If you're not supposed to use Blender what programs are you supposed to use instead?","attachment":null,"posted":1702359048},{"board":"3","thread":966806,"pid":966980,"name":"Anonymous","msg":">>966909
houdini","attachment":null,"posted":1702403729},{"board":"3","thread":966806,"pid":967069,"name":"Anonymous","msg":">>966860
I like to model pixelated shit in Blockbench for my minecraft map, other than that I'm a character animator","attachment":null,"posted":1702486648},{"board":"3","thread":966806,"pid":967083,"name":"Anonymous","msg":"does anyone here have a recommendation for a color accurate 27" 1440p monitor with at least 120+ hz?
want something color accurate to use for 3d but also high refresh rate to use for gaming","attachment":{"attachment_url":"https://i.4cdn.org/3/1702503225812370.jpg","filename":"Cute.jpg"},"posted":1702503225},{"board":"3","thread":966806,"pid":967111,"name":"Anonymous","msg":">>967083
I use MSI g274qpf","attachment":null,"posted":1702539504},{"board":"3","thread":966806,"pid":967112,"name":"Anonymous","msg":">>966860
animals, aliens, cryptids, buildings.","attachment":null,"posted":1702540274},{"board":"3","thread":966806,"pid":967310,"name":"Anonymous","msg":">>966806
My uvs are acting up in maya3d. the brownish grey part is supposed to be white like the top part. The uvs are laid out correctly, but only half of them show the textured part and the other is beige.","attachment":{"attachment_url":"https://i.4cdn.org/3/1702673372806712.jpg","filename":"1.jpg"},"posted":1702673372},{"board":"3","thread":966806,"pid":967311,"name":"Anonymous","msg":">>967310
as you can see here. everything is laid out correctly, but half of the mesh won't display the texture. Whats going on?","attachment":{"attachment_url":"https://i.4cdn.org/3/1702673515342564.jpg","filename":"uvs.jpg"},"posted":1702673515},{"board":"3","thread":966806,"pid":967314,"name":"Anonymous","msg":">>967310
>>967311
nvm figured it out.
I got a different problem now with double layerd faces or edges with 0 length. Don't know how I did that.","attachment":null,"posted":1702675146},{"board":"3","thread":966806,"pid":967556,"name":"Anonymous","msg":"my previews in 3ds max in the material editor are not loading and updating properly
when i dragged in a new materials or textures or try to update existing ones the previews are not updating and i have to manually click "update preview" then if i make new changes i have to manually update it
any clues on how to fix it?
pic related on how it initially looks and after manual update","attachment":{"attachment_url":"https://i.4cdn.org/3/1702903803951252.jpg","filename":"preview-not-loading.jpg"},"posted":1702903803},{"board":"3","thread":966806,"pid":967620,"name":"Anonymous","msg":"Any recommendations for tutorials on how to sculpt sci-fi armours in 3d? Primarily for miniatures. Thank you.","attachment":null,"posted":1702989585},{"board":"3","thread":966806,"pid":967624,"name":"Anonymous","msg":">>967620
dont sculpt armor. Use plasticity.","attachment":null,"posted":1702993926},{"board":"3","thread":966806,"pid":967626,"name":"Anonymous","msg":">>967590
>1 The slate material editor is a meme.
has its bugs but its 100 times better than the compact version
>2. I know this may be a stupid querstion but have you tried toggling the auto update below that optuin. If not select all your shit in the slate material editor and press shift + u so it toggles in all instances.
auto update preview is on, if not there is a little cross sign on the material preview show its off. also right next to the manual update when i right click
>Also check in your rendering options panel that tyhe correct render engine is selected. sometimes the production render engine does not communicate changes to the material preview render engine if they are not locked in the same setting ....
i have vray as production and arnold as active shade
if i try it on a different pc with same files it works fine, so something else must've got fucked bcs it also affects older files
its like its stuck on the loading the material/map/texture","attachment":null,"posted":1702997249},{"board":"3","thread":966806,"pid":967665,"name":"Anonymous","msg":"Are there any modeling exercise overviews/sites anywhere? I'm talking about something like advent of code but for easy/medium/hard modeling challenges/exercises so you can hone your skills on them. I know there was one infographic here which listed a couple of those, but I can't find that image. Picking my own targets works, but you'd obviously never really leave your comfort zone.","attachment":null,"posted":1703054782},{"board":"3","thread":966806,"pid":967667,"name":"Anonymous","msg":">>966806
I've finished my sculpt. How bad is this going to fuck up in an Anycubic resin printer? What do I need to do to it to make it print-friendly. I'm guessing sawing the arms and legs off, right?","attachment":{"attachment_url":"https://i.4cdn.org/3/1703056641791887.png","filename":"XornSculpt.png"},"posted":1703056641},{"board":"3","thread":966806,"pid":967668,"name":"Anonymous","msg":">>967629
>Does this persist on the compact material editor?
fucking shit, it works normally in the compact editor wtf
>If not I'd blame it on the slate material editor and continue old school.
looks like that might be the problem but i cant get used to the compact editor, its so unconfrontable when it comes to having multimple notes plugged in for one parameter. Its nightmare to navigate.
>Humm do you use a mapped network drive?
no nothing like that. I use Connecter for asset managment and i just arhive the scene when i move it for rendering.
But the problem is not in 3ds max not finding the path to the texture, because if i were to open a new empty 3ds max file, open the slate editor, drag a material and change its diffuse color - it doesnt update the preview. no matter if its vray,physical mat or arnold.
The same problem is with any other maps or materials — when i first drag it in its stuck on the loading teapot and after manually updating is stuck to whatever it was when I updated. Further changes require to manually update again.","attachment":null,"posted":1703061117},{"board":"3","thread":966806,"pid":967777,"name":"Anonymous","msg":"How good or bad is NgSkinTools2 ?","attachment":null,"posted":1703170739},{"board":"3","thread":966806,"pid":967810,"name":"Anonymous","msg":">>966860
Penis equiped anthro women with big tits.","attachment":null,"posted":1703185658},{"board":"3","thread":966806,"pid":967811,"name":"Anonymous","msg":"Whenever I reach a point in my project that I get scared of doing I start to scroll social media and avoid even if I have to do this next step in 3d or else my whole project will never come together. Its so tiresome. I get stuck in the pipeline and since programs are always updating with new features and you're supposed to learn new programs too, the pipeline keeps changing. What do I do?","attachment":null,"posted":1703185811},{"board":"3","thread":966806,"pid":967823,"name":"Anonymous","msg":"I'm a beginner, interesting in making some games eventually, but also just some quick neat little artistic renders. My question is about quads, tris, and ngons. From what I've heard, I want to be building with quads as much as possible (for reasons I barely understand,) but that game engines would be converting those quads into tris anyway? Is that right? Is building with quads only recommended because their easy to divide? I'm really just having a hard time wrapping my head around what to use and what to avoid and when to use or avoid them.","attachment":null,"posted":1703191505},{"board":"3","thread":966806,"pid":967837,"name":"Anonymous","msg":">>967823
It's easier to make quads look good compared to any other configuration, but all of them are fine if you know what you're doing.","attachment":null,"posted":1703196883},{"board":"3","thread":966806,"pid":967963,"name":"Anonymous","msg":">>967823
Building with quads is recommended because it's a lot lot easier than building with tris. And quads divide perfectly into tris like you mention.","attachment":null,"posted":1703297162},{"board":"3","thread":966806,"pid":967967,"name":"Anonymous","msg":">Material in viewport is fine
>Render scene
>Material now has a black rectangle across half of it
>Render scene again
>Material still has black rectangle across half of it
>But also so does half of the entire scene
Anyone know why it's doing this? It's not something that's hidden in the scene that I've forgotten to turn off in the render btw.","attachment":null,"posted":1703305284},{"board":"3","thread":966806,"pid":968006,"name":"Anonymous","msg":">>967963
>>967837
So I get that it's easier to build with quads, like loop cuts and divisions are a lot easier. What about the end result though, does it matter if I have that much if I have ngons in my model? Say I have a divided quad attached to another, undivided quad on one edge. This introduces more vertices to the connecting edge and turns the undivided quad into an ngon, right?","attachment":null,"posted":1703357776},{"board":"3","thread":966806,"pid":968076,"name":"Anonymous","msg":">>967811
can someone answer this, please? Is this "paralysis by analysis"?","attachment":null,"posted":1703420193},{"board":"3","thread":966806,"pid":968078,"name":"Anonymous","msg":">>968076
Yes, it's just psychological. You should try your best to find the time to work on something regularly, even if it's only for a little while. You don't need to think so hard about it.","attachment":null,"posted":1703420830},{"board":"3","thread":966806,"pid":968079,"name":"Anonymous","msg":">>968078
I work, but for example Houdini now has a similar way of doing what I am doing in maya with a paid plugin, so I'll spend days / weeks trying to make it happen in houdini, then I'll go back to maya and try to apply what ive learned from the houdini workflow back into my maya setup and see if that is better now and still worth paying for. Thats what Ive been doing for like 2 months now. And of course there is a third option of doing it in a different way completely (both in maya and h)","attachment":null,"posted":1703421459},{"board":"3","thread":966806,"pid":968081,"name":"Anonymous","msg":">>968079
I sympathise, because I also sometimes feel like putting off work when it seems daunting or tough.
It's easier said than done but I guess I'd advise you to just pick one approach and do your best to stick to it for a while, at least until you've completed a few projects using that approach which you can be proud of.","attachment":null,"posted":1703421644},{"board":"3","thread":966806,"pid":968610,"name":"Anonymous","msg":"Should I get Substance Designer 2024 when im using substance painter 2023? I heard adobe makes it so you cant use newer saves on older versions of their software.","attachment":null,"posted":1703799961},{"board":"3","thread":966806,"pid":968611,"name":"Anonymous","msg":">>968610
No. Designer was never that useful.","attachment":null,"posted":1703800047},{"board":"3","thread":966806,"pid":968612,"name":"Anonymous","msg":">>968610
Personally, unlike >>968611, I do think Designer is pretty handy and I have gotten some good use out of it. It's a powerful software that can make great stuff, though there is a learning curve.","attachment":null,"posted":1703806971},{"board":"3","thread":966806,"pid":968812,"name":"Anonymous","msg":"I'm a absolute beginner in Houdini.
I want to create a cloud out of a shape/mesh
that's it.
I don't even know what to search on youtube.","attachment":null,"posted":1703916734},{"board":"3","thread":966806,"pid":968815,"name":"Anonymous","msg":">>968812
nevermind I think I found it
https://www.youtube.com/watch?v=t0WOTkNFnjg","attachment":null,"posted":1703917272},{"board":"3","thread":966806,"pid":968918,"name":"Anonymous","msg":"Does the Unreal Engine have a future for the 1ma?","attachment":null,"posted":1703994923},{"board":"3","thread":966806,"pid":968930,"name":"Anonymous","msg":">>966806
What's your process for animating? I'm still learning, so I'm trying to nail down a consistent workflow for it.","attachment":null,"posted":1704000805},{"board":"3","thread":966806,"pid":968931,"name":"Anonymous","msg":">>966806
How do you get good at sculpting? I want to model good hair thats all one unit, like you see on these figures here, but I have a feeling some serious sculpting magic is needed for that.","attachment":{"attachment_url":"https://i.4cdn.org/3/1704000957456436.jpg","filename":"20231230_233424.jpg"},"posted":1704000957},{"board":"3","thread":966806,"pid":968989,"name":"Anonymous","msg":">>968931
>I have a feeling some serious sculpting magic is needed for that.
You start off with the strands separate whether sculped(left) or poly-modelled(right), then Boolean them together and polish. The sizes of the strands(groups) are up to you for your purpose
>How do you get good at sculpting?
Other than having reference models of other work directly in your scene to guide you, there's no secret to it really. Just do it a lot and the tacit knowledge will come over time","attachment":{"attachment_url":"https://i.4cdn.org/3/1704065207635456.jpg","filename":"screenshot4.jpg"},"posted":1704065207},{"board":"3","thread":966806,"pid":969016,"name":"Anonymous","msg":">>968989
Thanks, mate.","attachment":null,"posted":1704077875},{"board":"3","thread":966806,"pid":969021,"name":"Anonymous","msg":"How do I animate a character with weird anatomy?
Let's say I make a character with legs that are too short to crouch properly; the knees don't come up to their chest and the calves need to clip into the thighs so I can bring the characters ass to it's ankles.
Do I just accept the limited range of motion, or is there something I can do/break the rig?","attachment":null,"posted":1704086859},{"board":"3","thread":966806,"pid":969022,"name":"Anonymous","msg":">>969021
If the character has such cartoonish proportions that it wouldn't even mechanically function, then you have to use stretching and bending, maybe even blendshapes that alter the proportions during motion.
Check this frog out
https://www.youtube.com/@PierrickPicaut_P2DESIGN/videos","attachment":null,"posted":1704089042},{"board":"3","thread":966806,"pid":969240,"name":"Anonymous","msg":"Trying to make a simple building with rooms, so far it's just one object with floor, walls, ceiling islands, now what's the best way to put textures on it? Should I mark the seams and use several materials for each texture I want to use? Can I use multiple UVs for all that? Also I can't figure out how to move several faces in UV window to one spot, selected to cursor make a vertice singularity and selected to cursor offset just moves whole selection, I want all faces to overlap on cursor instead.","attachment":{"attachment_url":"https://i.4cdn.org/3/1704285558093744.jpg","filename":"blend1.jpg"},"posted":1704285558},{"board":"3","thread":966806,"pid":969244,"name":"Anonymous","msg":"how do people usually do jiggle like picrel?
i know one way to do it is simulate the jiggle but that seems too complicated for me right now
do they add bones to the ass cheeks to animate it or use keyframes?","attachment":{"attachment_url":"https://i.4cdn.org/3/1704288704717685.webm","filename":"1689614270018138.webm"},"posted":1704288704},{"board":"3","thread":966806,"pid":969245,"name":"Anonymous","msg":">>969244
>keyframes
shape keys *","attachment":null,"posted":1704288767},{"board":"3","thread":966806,"pid":969248,"name":"Anonymous","msg":">>969244
well, the webm you posted is a muscle simulation. You will not get anywhere close to that using bones or blendshapes. The bad news for you is that ziva (which I think is what they are using) is dying some kind of rapid death after it was bought by unity and houdini muscle workflow is more complicated and much less documented (only one tutorial)","attachment":null,"posted":1704290563},{"board":"3","thread":966806,"pid":969400,"name":"Anonymous","msg":"Anons I been trying to figure out what kind of art style is this. All the tutorials I seen are either realism or pixel shit. How does someone replicate this art style? The only thing I know is that it is the late south Korean 2000's free to play fps art style but I dont know the name for such art style. The game is Combat Arms if you wanted to know more about the art style I wanted to replicated.","attachment":{"attachment_url":"https://i.4cdn.org/3/1704423537498508.jpg","filename":"combat-arms-screenshot.jpg"},"posted":1704423537},{"board":"3","thread":966806,"pid":969401,"name":"Anonymous","msg":">>969400
More subspecifically the gun models itself. How does someone texture the model like that?","attachment":null,"posted":1704423598},{"board":"3","thread":966806,"pid":969407,"name":"Anonymous","msg":">>969401
Same way you texture bespoke maps for any surface, you UV map it in a way that makes sense and use a combination of render texture projection mapping and use the tools in your favorite image editor to craft a suitable texture map.","attachment":null,"posted":1704428744},{"board":"3","thread":966806,"pid":969531,"name":"Anonymous","msg":"Where is the best place to get high quality references images for firearms? My main problem with using google images is that it can you give you similar looking but still different variants or details between images, which can cause inconsistencies. It's also hard finding images from a variety of angles in general. At the moment I use GunBroker a lot of the time but of course there needs to be a listing for the gun in the first place.","attachment":null,"posted":1704544274},{"board":"3","thread":966806,"pid":969533,"name":"Anonymous","msg":">>969400
It looks very "take real world photographs and fit them into a 256x256 resolution and put them onto low poly models", which would include any tweaks to the images make them work as a texture. Poly counts were pretty low, like that gun is probably around 500. Use NinjaRipper on games with a similar style to get a decent idea what sort of poly counts they went for.
>>969401
It looks like it they just made a low poly mesh, applied a base color onto each part, then hand painted all the details directly onto the UV in photoshop or something like that.","attachment":null,"posted":1704545418},{"board":"3","thread":966806,"pid":969549,"name":"Anonymous","msg":"So I have an armature for my model in Blender. Say I'd like to use an animation downloaded from somewhere else. Does my armature need to have the same amount of bones in the same places as the animation I'm downloading? I genuinely have no idea how any of this works and am just beginning.","attachment":null,"posted":1704553815},{"board":"3","thread":966806,"pid":969566,"name":"Anonymous","msg":"[Zbrush]
Anyone knows if you can pinpoint the value of Dynamesh if you'd like to keep the same (or a close) amount of points?","attachment":null,"posted":1704563215},{"board":"3","thread":966806,"pid":969579,"name":"Anonymous","msg":">>969549
I can't say for sure, but I think I tried to do something similar years ago, just renamed bones, but rotation or something else was off and I didn't bother fixing it back then, but it works.","attachment":null,"posted":1704570773},{"board":"3","thread":966806,"pid":969592,"name":"Anonymous","msg":">>966806
How would I best go about being about to make models similar to this? Basically, from no experience to being able to make renders or short scenes of characters in this style, with the ps1 low poly and all. Basically I want to bring a dead game franchise back to life in order to make art and movies with the characters and arenas, but I have no idea where to start.","attachment":{"attachment_url":"https://i.4cdn.org/3/1704581221115784.gif","filename":"IMG_0374.gif"},"posted":1704581221},{"board":"3","thread":966806,"pid":969593,"name":"Anonymous","msg":">show my grandma my prompted artwork
>she says thats its not mine
>"who did this"?
>looks down on me for the rest of the day
was she right?","attachment":null,"posted":1704582170},{"board":"3","thread":966806,"pid":969683,"name":"Anonymous","msg":"In Blender, I had a basic material set on my object. It showed all the usual stuff you'd find under the principled BSDF to adjust. After adding my armature and getting the rigging all working, now my material properties only shows "Line Art," "Viewport Display," and "Custom Properties." If I go into the shading tab, it shows that it's a Principled BSDF connected to a Material Output node, but the material properties on the right still only show those 3 things. It does this even if I add a new material (which usually defaults to those principled BSDF options.) Clearly I must have accidentally done something wrong here. Any clue what it is? Here's a screenshot of what I'm talking about.","attachment":{"attachment_url":"https://i.4cdn.org/3/1704647216075555.png","filename":"blender_pqfixnZyWd.png"},"posted":1704647216},{"board":"3","thread":966806,"pid":969690,"name":"Anonymous","msg":">>969683
Change render engine","attachment":{"attachment_url":"https://i.4cdn.org/3/1704649528673305.jpg","filename":"workbench.jpg"},"posted":1704649528},{"board":"3","thread":966806,"pid":969695,"name":"Anonymous","msg":">>969690
Wow, how did I manage that lol. Thanks, it was driving me nuts. Only way I could figure to fix it was to append everything into a new file and just start working from that.","attachment":null,"posted":1704653064},{"board":"3","thread":966806,"pid":969706,"name":"Anonymous","msg":"Where would I go for advice on 3D printing? This place is at least tangentially related to that.","attachment":null,"posted":1704658127},{"board":"3","thread":966806,"pid":969714,"name":"Anonymous","msg":"I've done something and I'm not sure how. Whenever I move my properties window up or down it moves whatever window is below the main viewport window up or down too.
Only happens in the layout tab. All of the other seem to be fine. What do?
>>969706
There's a 3D printing general in /diy/.","attachment":null,"posted":1704669883},{"board":"3","thread":966806,"pid":969752,"name":"Anonymous","msg":">>969714
It just automatically joins separator lines into one if they're close enough. You'll have to combine the two areas that move together and make a new one by splitting one on the top.","attachment":null,"posted":1704700270},{"board":"3","thread":966806,"pid":969815,"name":"Anonymous","msg":">>966806
why is blender such dogshit","attachment":null,"posted":1704732463},{"board":"3","thread":966806,"pid":969827,"name":"Anonymous","msg":">>966806
new to blender, is there a way to inflate parts of a model with re-texturing or adding a new mesh
Trying to make an anime girl's thighs bigger.","attachment":null,"posted":1704741765},{"board":"3","thread":966806,"pid":969999,"name":"Anonymous","msg":"I am currently working on a low-poly character and foolishly decided to do its hair with xgen. Now I want the hair to have a low-poly look to it too, but arnold decides to smooth the hair on its own. Anyone knows how I could get the hair to render as it's shown in the viewport? I tried some operators fuckery on the curves, to no avail.","attachment":{"attachment_url":"https://i.4cdn.org/3/1704857772529177.png","filename":"xgenfuckery.png"},"posted":1704857772},{"board":"3","thread":966806,"pid":970916,"name":"Anonymous","msg":"How do I go around creating a brushed metal rings in Painter? Pic related.","attachment":{"attachment_url":"https://i.4cdn.org/3/1705528782771896.jpg","filename":"5993f076189b5f92d5e804881d97c71d.jpg"},"posted":1705528782},{"board":"3","thread":966806,"pid":970965,"name":"Anonymous","msg":">>970916
Anisotropy is the term your looking for.
There should be generators for that built in, and I'm 99% sure there's alphas for it as well.
>>969827
You can either use a sculpt brush to inflate it, or select the area in edit mode and use alt+s to shrink/fatten the area. Depending on what your model looks like, you'll probably get clipping. Everything else though (weights, textures, etc) should stay unchanged","attachment":null,"posted":1705573796},{"board":"3","thread":966806,"pid":971147,"name":"Anonymous","msg":"beg question.
Im rigging an arm. I have the IK handle and pole vector hooked up, everything moves fine, but the wrist doesnt stag aligned with the arm when moved.
So from a T pose position, the hand is pointing out to the side, my right, then when I move the arm up down and all around, the wrist and hand will still be pointing out to the right.
How do i get the wrists joint to rotation to match the same axis as the arm? I tried constraining it, but then I cant rotate it. if i rotate it then move the arm IK, its rotation will snap back. I cant have that happen during animation.
any ideas?","attachment":null,"posted":1705704542},{"board":"3","thread":966806,"pid":971158,"name":"Anonymous","msg":">>971147
That sounds weird if I'm getting you right. What you want should be the default behavior. Is pic related right?
>if i rotate it then move the arm IK, its rotation will snap back
So it rotates and is "fine" if you don't touch it, but when you move the IK, it snaps back? If that's true then it sounds like you have a circular dependency and it's glitching. Are you sure the IK bone and the pole vector are not parented to the arm chain or something? If you're using blender you can check for circular dependencies using the console, press "window"->"toggle console".","attachment":{"attachment_url":"https://i.4cdn.org/3/1705706734965182.png","filename":"arm_ik_zzz.png"},"posted":1705706734},{"board":"3","thread":966806,"pid":971167,"name":"Anonymous","msg":">>971158
yeah, pic related is exactly whats happening, but im using Maya.
I can get it to do whats on the left of your pic rel, but as I said, if I constrain it to the joint before it, one thats attached to the IK, move the IK after rotatinf the hand where I want, it will snap back into a straight line.
Ihavent tried it yet, but I was going to write an expression to have the axis, the one thats pointing straight out the bone, of the wrist joint be the same as the joint before, but Im assuming what will happen is I wont be able to rotate that axis any longer. I cant try it atm, left for work, but youre on the same page with the issue.","attachment":null,"posted":1705708077},{"board":"3","thread":966806,"pid":971169,"name":"Anonymous","msg":">>971167
>are you sure the IK bone and the pole vector are not parented to the arm chain or something?
I dont think so Ill have to get back to you with pics on how its rigged.","attachment":null,"posted":1705708317},{"board":"3","thread":966806,"pid":971179,"name":"Anonymous","msg":"Would it be dumb to start learning texturing on substance before even knowing how to model or is it completely unrelated?","attachment":null,"posted":1705718268},{"board":"3","thread":966806,"pid":971182,"name":"Anonymous","msg":">>971179
Learn texturing on [italics]Mari[\\italics]","attachment":null,"posted":1705723769},{"board":"3","thread":966806,"pid":971184,"name":"Anonymous","msg":">>971182
what's the difference? I think I heard Mari was used for films right?","attachment":null,"posted":1705726085},{"board":"3","thread":966806,"pid":971267,"name":"Anonymous","msg":">>971169
I still haven't figured it out, but what I noticed is that the joint only messes up when I apply a controller to it. I constrain the joint to a curve control so I have easy access to select it to rotate it but that controller isn't moving correctly with the wrest of the arm. I tried constraining that controller to the forearm to have it move with it, but that opens a whole other list of issues.
If I don't use a controller on the wrist, everything works fine, so i must be applying the controller wrong.","attachment":null,"posted":1705795649},{"board":"3","thread":966806,"pid":971282,"name":"Anonymous","msg":">>971267
eh fuck it.
I got the model working enough where I can animate. Ill figure it out later.","attachment":null,"posted":1705801778},{"board":"3","thread":966806,"pid":971336,"name":"Anonymous","msg":">>971179
It's not that related but I would learn basic modeling and UV unwrapping first","attachment":null,"posted":1705830955},{"board":"3","thread":966806,"pid":971350,"name":"Anonymous","msg":"Reposting this from the wip thread just in case.
How do you actually practice sculpting? I want an exercise regiment, you know how drawabox has a homework section at the end of each lesson? Is there one for 3d sculpting? Anyone here interested in mentoring a newbie for a bit? Just someone I can pester with questions and ask for guidance, I know its probably a lot to ask but maybe theres a chance?","attachment":{"attachment_url":"https://i.4cdn.org/3/1705847524723606.png","filename":"2024-01-13 12_11_45-Window.png"},"posted":1705847524},{"board":"3","thread":966806,"pid":971351,"name":"Anonymous","msg":">>971350
Study anatomy","attachment":null,"posted":1705849011},{"board":"3","thread":966806,"pid":971353,"name":"Anonymous","msg":">>971351
Yeah everyone says that but what does that actually entail? Copying different parts of a body in 3d from anatomy atlases?","attachment":null,"posted":1705849527},{"board":"3","thread":966806,"pid":971356,"name":"Anonymous","msg":">>971353
Studying anatomy isn't absolutely necessary to sculpt. Anyone can form clay (or the 3D version) and make it look acceptable without knowing what's below the skin just by imitating an existing shape. But by knowing where bones, ligaments, muscles, and tissue types are located, and how they move and deform, you can actually generate something from scratch that isn't completely deformed and doesn't even win the uncanny valley award, because it's completely off the course. Knowing where muscles on a face are located and how they flow, how lips are formed and how a smile works mechanically, allows you to sculpt a face by recreating muscle groups and layering skin on top of it. You'll understand why something is formed that way and how it behaves, instead of simply copying something.
tl;dr: Study anatomy if you want to be really good. Ignore it if you want to be mediocre or are a genius.","attachment":null,"posted":1705850948},{"board":"3","thread":966806,"pid":971401,"name":"Anonymous","msg":">>971336
ok thanks, if I learn the basics of UV unwrapping but I don't like it will using add ons be decent solution?","attachment":null,"posted":1705890404},{"board":"3","thread":966806,"pid":971798,"name":"Anonymous","msg":"in 3ds max how can i set up so that the default reference coordinate system to be world and not view?
im tired of changing it, is there some preference option somewhere?","attachment":null,"posted":1706168456},{"board":"3","thread":966806,"pid":971805,"name":"Anonymous","msg":">>971401
I don't know any addons that do it all for you but something probably exists. Maya's auto UV layout tool is pretty good.","attachment":null,"posted":1706172956},{"board":"3","thread":966806,"pid":971821,"name":"Anonymous","msg":"can maya do live mirroring while working on one side? also i found a chinese tutorial on anime-like vfx but i wanna generate subs for it. what's the easiest approach for that?","attachment":null,"posted":1706195609},{"board":"3","thread":966806,"pid":971823,"name":"Anonymous","msg":">>971821
>can maya do live mirroring while working on one side?
yes","attachment":null,"posted":1706198380},{"board":"3","thread":966806,"pid":971825,"name":"Anonymous","msg":">>971823
how? it seems to behave like an applied modifier.","attachment":null,"posted":1706198603},{"board":"3","thread":966806,"pid":971829,"name":"Anonymous","msg":">>971825
blender doesn't have anything like what maya has when it comes to live mirrored component symmetry, and never has","attachment":null,"posted":1706203012},{"board":"3","thread":966806,"pid":971830,"name":"Anonymous","msg":">>971829
i just tried to use it live and it didn't even update the mirrored section.","attachment":{"attachment_url":"https://i.4cdn.org/3/1706203215241138.jpg","filename":"Untitled.jpg"},"posted":1706203215},{"board":"3","thread":966806,"pid":971833,"name":"Anonymous","msg":">>971830
you have no idea what you're doing then","attachment":null,"posted":1706204486},{"board":"3","thread":966806,"pid":971836,"name":"Anonymous","msg":">>971833
I'm mirroring an object. i just said this. why are you being disingenuous?","attachment":null,"posted":1706205658},{"board":"3","thread":966806,"pid":971838,"name":"Anonymous","msg":">>971836
because ive been doing live component mirroring since i started using maya in 2010 and its always worked perfectly","attachment":null,"posted":1706206095},{"board":"3","thread":966806,"pid":971849,"name":"Anonymous","msg":">>971838
ok, indulge me. how should it be used so that it can provide live mirroring of a surface alongside symmetry editing.","attachment":null,"posted":1706211762},{"board":"3","thread":966806,"pid":971858,"name":"Anonymous","msg":">>971849
record yourself trying to do it with OBS and turn that recording into a WEBM and then post it here.","attachment":null,"posted":1706216603},{"board":"3","thread":966806,"pid":971862,"name":"Anonymous","msg":"Can anyone tell me whats going on here?
I move the IK rig but the main joint of the wrist doesn't move with it in the middle like it should.
When I move via the FK, everything follows correctly.
How I set up the IK was starting from the shoulder to the forearm. I then moved the effector to the wrist to have the handle start there to keep the joint straight. I want the forearm joint so I can have a roll joint to help with forearm rotation. In theory, this should all work, but I don't know what exactly is causing this.","attachment":{"attachment_url":"https://i.4cdn.org/3/1706218168018493.jpg","filename":"ik_fk_rig.jpg"},"posted":1706218168},{"board":"3","thread":966806,"pid":971865,"name":"Anonymous","msg":">>971862
>but I don't know what exactly is causing this.
2 things
script out this section of your rig with python instead of doing it by hand and then go step by step
if that fails, post a webm of the problem and the script","attachment":null,"posted":1706218828},{"board":"3","thread":966806,"pid":971873,"name":"Anonymous","msg":">>971865
I don't know how to write python scripts let alone for Maya3D.
I did find this somewhat fixed it, but I don't know why it did, but now the main set of joints are only moving with the IK, not the FK joints.
I followed this video:
https://www.youtube.com/watch?v=uzHn_4ByyjY&list=PLgala72Uap1oR7E5iIfnuSLpuVY49BwHu&index=1","attachment":{"attachment_url":"https://i.4cdn.org/3/1706222250807319.jpg","filename":"unsolvedmysteries.jpg"},"posted":1706222250},{"board":"3","thread":966806,"pid":971876,"name":"Anonymous","msg":">>971873
Here is how its hooked up in the node editor.","attachment":{"attachment_url":"https://i.4cdn.org/3/1706222430441760.jpg","filename":"nodeeditor.jpg"},"posted":1706222430},{"board":"3","thread":966806,"pid":971879,"name":"Anonymous","msg":">>971401
No add on will place seams for you to actually unwrap something. It doesn't know what it's looking at or has any understanding of 3d space. Nor does it understand what you want out of an unwrap and where the important bits are.
Learn how to unwrap. It's not hard. If you can unwrap a box, sphere, and cylinder, you can unwrap anything. It's all a combination of those.","attachment":null,"posted":1706223849},{"board":"3","thread":966806,"pid":971881,"name":"Anonymous","msg":">>971873
good luck man. When you are ready, read the maya documentation and learn scripting.","attachment":null,"posted":1706225094},{"board":"3","thread":966806,"pid":971964,"name":"Anonymous","msg":">>971876
I figured it out.
Output X wasn't connected to the L Wrist FK W1 node.","attachment":null,"posted":1706301167},{"board":"3","thread":966806,"pid":972074,"name":"Anonymous","msg":"I'm trying to find some 3D models that closely resemble the Shadow Fiend from Dota 2, so far the only thing I got is Diablo from D3.
Anyone know some models that fit?","attachment":{"attachment_url":"https://i.4cdn.org/3/1706385258485151.png","filename":"3465683.png"},"posted":1706385258},{"board":"3","thread":966806,"pid":972076,"name":"Anonymous","msg":">>966806
Is there a way to generate clothing folds procedurally? I've found ways to just use cloth sims for sculpts, but I'd like something a little more dynamic. Maybe geonodes?","attachment":null,"posted":1706387902},{"board":"3","thread":966806,"pid":972083,"name":"Anonymous","msg":">>972076
a cloth sim is both procedural and dynamic","attachment":null,"posted":1706393195},{"board":"3","thread":966806,"pid":972278,"name":"Anonymous","msg":"In Maya3D, how can I transfer a skeleton I made on another file to the one I'm working on now? Its all rigged and ready to go, but I don't want to go through the whole process again for another model thats essentially the same body type.","attachment":{"attachment_url":"https://i.4cdn.org/3/1706561269921973.gif","filename":"waterfall.gif"},"posted":1706561269},{"board":"3","thread":966806,"pid":972279,"name":"Anonymous","msg":">>972278
That was a dumb question on my part.
Import scene, delete mesh.
Whooptie freaking doo.","attachment":null,"posted":1706561540},{"board":"3","thread":966806,"pid":972324,"name":"Anonymous","msg":"Can someone explain to me why THE FUCK my models have all sorts of fucked up scaling from software to software?
I'm using a custom made avatar that I created. Anatomy seems to be correct, skeleton seems to be correct. Weight painting seems to be correct.
Whenever I export it from Blender to Marvelous, I have to put random scaling because else Marvelous won't do proper arrangement points, and even then, only the arms and the feet will have proper alignment points, everything else just gets mashed to the center which makes arranging clothes extremely finnicky and weird.
Ok cool, I can work with that. Then I go to Substance Painter and do my work. All seems fine, exports working nicely. Then I go back to Blender and my arbitrary scaling that I chose for Marvelous is no longer the same. Whatever, I'm gonna try to do it manually.
And finally, when I go to UE (exporting with Auto Rig Pro), model loads fine BUT THEN the fucking skeleton goes weird as balls and the ankles are fused to the fucking hips (pic related).
Using Mixamo is even worse, the hands are all fucked up, the weight painting is retarded and the skeleton simply doesn't seem to be UE5 friendly.
What the FUCK am I doing wrong? I'm literally going insane here.","attachment":{"attachment_url":"https://i.4cdn.org/3/1706598609065212.png","filename":"file.png"},"posted":1706598609},{"board":"3","thread":966806,"pid":972328,"name":"Anonymous","msg":"I learned polymodeling but I'm in a weird state where I don't know what to do and how to practice it. Any tips for that or a suggestion of objects to model for practice?","attachment":null,"posted":1706610823},{"board":"3","thread":966806,"pid":972490,"name":"Anonymous","msg":"How do I make the inner circle of the "eye" to not look so bland? I'm using Substance Painter","attachment":{"attachment_url":"https://i.4cdn.org/3/1706733979031071.png","filename":"Screenshot 2024-01-31 214233.png"},"posted":1706733979},{"board":"3","thread":966806,"pid":972499,"name":"Anonymous","msg":">>972328
You have a fuckload of shit in your room and in your house you can practice modelling (and texturing). With the added benefit that if you keep them around, you can re-use them for projects in the future if you need some background clutter.","attachment":null,"posted":1706742505},{"board":"3","thread":966806,"pid":972513,"name":"Anonymous","msg":">>972499
you can only do what you are interested in. Modeling random crap that you don't care about will get you nowhere","attachment":null,"posted":1706752523},{"board":"3","thread":966806,"pid":972515,"name":"Anonymous","msg":"I feel like the area between the ear and the eyes is missing something
Cant quite tell what tho…
Any anatomy nerds here?","attachment":{"attachment_url":"https://i.4cdn.org/3/1706753923743100.jpg","filename":"IMG_0903.jpg"},"posted":1706753923},{"board":"3","thread":966806,"pid":972523,"name":"Anonymous","msg":">>972513
If he's practicing, then yeah, it will. That's what practice is. Doing shit on repetition to get better at it. If he's modelling useless shit like cans and stuff, then yeah, it won't do shit, but if he's modelling things like fans, appliances, controllers, etc. You can bet your ass you'd get better at modelling.","attachment":null,"posted":1706767903},{"board":"3","thread":966806,"pid":973437,"name":"Anonymous","msg":">>966806
What format should I export rigged and animated models in order to use them in Godot?","attachment":null,"posted":1707471313},{"board":"3","thread":966806,"pid":973457,"name":"Anonymous","msg":"Does anyone know of a place where I can find character sheets like this?
I tried gelbooru but there's not a lot of stuff that shows the side and back view.","attachment":{"attachment_url":"https://i.4cdn.org/3/1707485824965825.png","filename":"a.png"},"posted":1707485824},{"board":"3","thread":966806,"pid":973477,"name":"Anonymous","msg":">>973437
fbx or gltf","attachment":null,"posted":1707509782},{"board":"3","thread":966806,"pid":973717,"name":"Anonymous","msg":"can I link my r*ddit blenderhelp post here or will I catch a ban? I have something of a complicated problem and I laid out all my node trees there (there's a couple and they'd shit up the thread here)","attachment":null,"posted":1707710733},{"board":"3","thread":966806,"pid":973727,"name":"Anonymous","msg":">>972324
You are experiencing >>967238
Also it's common for generic units to get the wrong conversion as the software may count a unit as a meter, centimeter, millimeter or imperial units inches feet etc. Your tech artist will have drafted a document what importer/exporter settings to use for your specific project pipeline. In the absence of a tech artist; congratulations you are now a tech artist - figure out what importer/exporter settings to use and what axis and unit conversions you need to run.","attachment":null,"posted":1707714866},{"board":"3","thread":966806,"pid":973732,"name":"Anonymous","msg":">>973437
gltf/glb is the standard","attachment":null,"posted":1707722018},{"board":"3","thread":966806,"pid":973839,"name":"Anonymous","msg":"I know people use Wrap or something to transfer game model heads onto DAZ models, but is there any way to transfer the ENTIRE mesh onto another body?","attachment":null,"posted":1707802443},{"board":"3","thread":966806,"pid":974231,"name":"Anonymous","msg":">>973717
Fuck it. Need help with my math in geonodes, doing a 4d pyramid (5-cell/4-simplex) slice render and I'm running into irregularities. Particularly, my "center" slice seems to only show points either above or below Z=0, never both at once. I know for a fact the current render isn't accurate. Node info and explanations can all be seen here:
https://www.reddit.com/r/blenderhelp/comments/1aoqdw9/4d_simplex_slice_project_where_am_i_going_wrong/","attachment":{"attachment_url":"https://i.4cdn.org/3/1708052460991863.gif","filename":"4simplexerror.gif"},"posted":1708052460},{"board":"3","thread":966806,"pid":974232,"name":"Anonymous","msg":">>973839
use the newest version of wrap","attachment":null,"posted":1708052595},{"board":"3","thread":966806,"pid":974238,"name":"Anonymous","msg":">>974231
Got advice in my thread that fixed the issue. If it was someone from here, thanks again!","attachment":null,"posted":1708059808},{"board":"3","thread":966806,"pid":975297,"name":"Anonymous","msg":">>966806
3dsmax arnold scene render comes black after a month hiatus
cant remember what might it be, was trying traceSet w/ lights so I disable this global arnold light & it still comes up black
any checklist I need to go down on?","attachment":null,"posted":1708709431},{"board":"3","thread":966806,"pid":975298,"name":"Anonymous","msg":">>966806
Using bryce 7.1 pro. Problem is every 2d image imported comes out black like this, I've never seen anyone report an issue like this online, followed online tutorials to a tee and still have no success getting the color to show even on default images. Any help would be greatly appreciated!","attachment":{"attachment_url":"https://i.4cdn.org/3/1708709462178604.png","filename":"error.png"},"posted":1708709462},{"board":"3","thread":966806,"pid":975300,"name":"Anonymous","msg":">>975297
it was the traceset, I just had to change the missing png file it used
disabling the global light that used the traceset wasnt enough","attachment":null,"posted":1708710032},{"board":"3","thread":966806,"pid":975410,"name":"Anonymous","msg":">>966806
I'm trying to learn Blender but it seems like all the good, in-depth tutorials past the basic overview of the interface are for fairly old versions of Blender, i.e., HUMAN by Kent Trammell (2.92) and CG Cookie's Fundamentals of X courses (2.8).
Are the differences between 4.0 and these older versions significant enough that it'll handicap me in learning this stuff? I'm a complete newfag at this stuff.
>questions bread instead of /sqt/
Sorry in advance if the question's too retarded. Can't seem to find any answers on this the usual way.","attachment":null,"posted":1708761234},{"board":"3","thread":966806,"pid":975429,"name":"Anonymous","msg":">>975410
>Are the differences between 4.0 and these older versions significant enough that it'll handicap me in learning this stuff?
no","attachment":null,"posted":1708768614},{"board":"3","thread":966806,"pid":975857,"name":"Anonymous","msg":"Is it fair to say that character artist Jobs have much more emphasis on Sculpting and other jobs like Environment/Architecture have a lot less emphasis on sculpting? Any other differences I should know?","attachment":{"attachment_url":"https://i.4cdn.org/3/1709072297889849.png","filename":"proxy-image.png"},"posted":1709072297},{"board":"3","thread":966806,"pid":975924,"name":"Anonymous","msg":"i'll ask here till a new archviz thread pops up
getting too much RAM consumption from a scene made in arnold & rendered in corona till I completely convert
some unsupported standard materials too
the biggest object is the ground that's a 20k poly","attachment":{"attachment_url":"https://i.4cdn.org/3/1709140742875074.png","filename":"file.png"},"posted":1709140742},{"board":"3","thread":966806,"pid":975928,"name":"Anonymous","msg":"If you have a model with lots of separate objects and you parent all of those to an empty for easier movement, what's the simplest way to duplicate them? It seems like selecting all of the individual parts and shift+d is too cumbersome, but I don't think there's a way to use an array when it's parented the way it is.","attachment":null,"posted":1709149120},{"board":"3","thread":966806,"pid":975929,"name":"Anonymous","msg":"how do you install corona material sets into 3dsmax (2023) lol?","attachment":null,"posted":1709149476},{"board":"3","thread":966806,"pid":975931,"name":"Anonymous","msg":">>975929","attachment":{"attachment_url":"https://i.4cdn.org/3/1709150589261771.png","filename":"file.png"},"posted":1709150589},{"board":"3","thread":966806,"pid":975958,"name":"not the chair nerd","msg":">>975931
>>975929
>>975928
>>975924
I know the answers to all your questions but at this moment I'm banned because I supposedly doxxed a faggot that already doxxed himself. Archviz thread was archived. You can thank the fucking jannies and their whore mothers. See ya in march bitch.
PD. Stop using arnold I already told ya you fucking imbecile.","attachment":null,"posted":1709175631},{"board":"3","thread":966806,"pid":975959,"name":"Anonymous","msg":">>975928
You can use Shift+G and O to select the collection entries, but it would still be tedious to duplicate them by hand.
I'm interested in the answer to this too, if it's even possible in Blender.
I tried parenting to an empty mesh instead of an empty, but the array modifier only works with the geometry of the object it was added to.
You could always just convert the collection to a mesh and use an array modifier on that. Then if necessary you can select individual elements and press L to select connected","attachment":null,"posted":1709177740},{"board":"3","thread":966806,"pid":975964,"name":"Anonymous","msg":">>975959
>>975928
Doesn't it change the relationships automatically when you duplicate them with the parent selected?
I just gave it a go and it duped the entire selection, plus parent empty, and transferred the relation to the new parent for the duplicated objects.
Worked with both shift+d and alt+d.","attachment":null,"posted":1709181786},{"board":"3","thread":966806,"pid":975969,"name":"Anonymous","msg":">>975964
Yeah, the duplication works fine, but I assumed he wanted to make a bunch of copies with an array modifier.
If the only problem was making a single copy of a model with many separate objects, then shift+g and shift+d works just fine","attachment":null,"posted":1709182960},{"board":"3","thread":966806,"pid":975972,"name":"Anonymous","msg":">>975958
arent I using corona?
I did manage to convert all arnold materials to corona & I get the error less frequently
how are you banned if you already can post?","attachment":null,"posted":1709188962},{"board":"3","thread":966806,"pid":976079,"name":"Anonymous","msg":">Have object A
>Add new object (B) that's completely separate
>Add modifier to A
>It also applies to B
>Delete modifier from B
>Also deletes it from A
>Add material to A
>It also adds it to B
>Etc
What have I fucked up here bros and how do I unfuck it?","attachment":null,"posted":1709238216},{"board":"3","thread":966806,"pid":976089,"name":"Anonymous","msg":">>976079
Did you happen to duplicate the object with shift+d, or linked an object from another file?
Sounds like you have linked objects or linked mesh data or something.
It definitely wouldn't happen if you added a brand new object, like a cube, using shift+a. If it is, there's definitely something fucky going on.","attachment":null,"posted":1709240690},{"board":"3","thread":966806,"pid":976093,"name":"Anonymous","msg":">>976089
Initially I had duplicated part of the object, but nothing was linked because there was nothing to link and it was the only thing in the scene.
Then I deleted that because I couldn't unfuck it. But then when I added a new object with shift+a it did the same thing and keeps doing it. I even tried making it single user several times and that does nothing.
One other weird thing does happen too, but I'm not sure if that's just because of what's happening with it. When I add a material all of the
>preview
>surface
>volume
>etc
from beneath it are missing on both of them. One of them has this pbr thing and a material library I added ages ago and never use, but all of the other options are missing and the other one doesn't even have the pbr thing or the library thing or any of the options. It's just blank.","attachment":null,"posted":1709241356},{"board":"3","thread":966806,"pid":976094,"name":"Anonymous","msg":">>966806
How come every rig I download lags like hell, no matter if it is low poly Minecraft or something more complex, but when I make a rig myself it doesn't lag at all?","attachment":null,"posted":1709241712},{"board":"3","thread":966806,"pid":976096,"name":"Anonymous","msg":">>976094
Maybe it's a Rigify rig. Those are not usable. You just have to delete it and run the character through Mixamo.","attachment":null,"posted":1709242343},{"board":"3","thread":966806,"pid":976101,"name":"Anonymous","msg":">>976096
Well, isn't Mixamo just for some ready made animations? I want to animate, I don't need ready made shit.","attachment":null,"posted":1709243393},{"board":"3","thread":966806,"pid":976102,"name":"Anonymous","msg":">>976093
Also just noticed that my render properties etc panels are all gone too.","attachment":null,"posted":1709243525},{"board":"3","thread":966806,"pid":976104,"name":"Anonymous","msg":">>976101
If you want to animate you should buy a motion capture suit","attachment":null,"posted":1709243677},{"board":"3","thread":966806,"pid":976106,"name":"Anonymous","msg":">>976104
What's wrong with key frame animations?
And motion capture is technically not animation.","attachment":null,"posted":1709243925},{"board":"3","thread":966806,"pid":976108,"name":"Anonymous","msg":">>976106
so you're saying that Avatar 1, the highest grossing film of all time was not 3d animation?","attachment":null,"posted":1709244006},{"board":"3","thread":966806,"pid":976109,"name":"Anonymous","msg":">>976101
Mixamo is a free auto-rigging service and they also have some free mocap data, but you don't have to use it.","attachment":null,"posted":1709244082},{"board":"3","thread":966806,"pid":976110,"name":"Anonymous","msg":">>976104
You need a motion capture suit if you want to become an anime girl v-tuber on twitch. Otherwise there are large archives (free and paid) of mocap data available.","attachment":null,"posted":1709244160},{"board":"3","thread":966806,"pid":976111,"name":"Anonymous","msg":">>976110
imagine if Avatar crews decided to use cringe archives of mocap data instead of generating their own","attachment":null,"posted":1709244238},{"board":"3","thread":966806,"pid":976112,"name":"Anonymous","msg":">>975972
these white tiles are extending way beyond the house's bound & dunno why
changed/removed material, clicked world-space displacement in the error message box so that's turned on AFAIK & no dice
this is the error
===== Warning(-22) =====
Combination of orthographic camera and screen size displacement can consume a lot of memory. We recommend switching to world space displacement and selecting an appropriate tessellation size.
also I'm getting very bright renders with corona sky+corona sun (intensity 1 too bright, had to clamp to .2 for normal looking renders)","attachment":{"attachment_url":"https://i.4cdn.org/3/1709244252535710.png","filename":"file.png"},"posted":1709244252},{"board":"3","thread":966806,"pid":976115,"name":"Anonymous","msg":">>976109
I just don't have any use for wacky dance animations","attachment":null,"posted":1709244695},{"board":"3","thread":966806,"pid":976117,"name":"Anonymous","msg":">>976115
The animations are optional and maybe you need a walk cycle. If only Rigify was usable to make character walk or do anything at all, you wouldn't have to use Mixamo. I understand that but in practice you have to.","attachment":null,"posted":1709245051},{"board":"3","thread":966806,"pid":976120,"name":"Anonymous","msg":">>976117
you only use walk cycles in games, and even then, you layer them","attachment":null,"posted":1709245703},{"board":"3","thread":966806,"pid":976136,"name":"Anonymous","msg":"Should I get a screen tablet?","attachment":null,"posted":1709251845},{"board":"3","thread":966806,"pid":976161,"name":"Anonymous","msg":">first model
Is this shit? Must I retopologize it? Should have I kept the horizontal edges strictly horizontal, like parallel to the ground ? I just moved the vertices diagonally without thinking, I thought it didn't matter. Is there too many edges in some areas, like around the knee and above the foot? Should I retopologize the knee to make a real knee shape instead of that band, or will this step get done by sculpting?
When should I start sculpting? As soon as I have a basic model?
I plan to make hyperrealistic models, possibly animated later.","attachment":{"attachment_url":"https://i.4cdn.org/3/1709268139321473.png","filename":"1681281503423.png"},"posted":1709268139},{"board":"3","thread":966806,"pid":976168,"name":"Anonymous","msg":">>976136
Even if you don't sculpt, they're nice as a little second monitor if you don't already have one.
It's saved my ass a few times when the monitor I had was dying, and ultimately died. Managed to do a job using it alone, and scrounged up enough money in a pinch to get a new monitor.
Just don't get a small one. I've got a 12" one, and it's minuscule. I figured the fact that it had a screen was more important than the size.
Go 17" or bigger so you have some room to work with. Also get a decent stand to go with it. Something that won't move when you draw on it.
If you wanna be cheap, get a laptop stand something like pic related. It doesn't budge an inch, and has plenty of maneuverability for angles.","attachment":{"attachment_url":"https://i.4cdn.org/3/1709270492005021.jpg","filename":"stand.jpg"},"posted":1709270492},{"board":"3","thread":966806,"pid":976203,"name":"Anonymous","msg":">>976161
If its for animation yes, it would not work especially in the feet, you don't have any loops to bend the toes or the bridge","attachment":null,"posted":1709310771},{"board":"3","thread":966806,"pid":976205,"name":"Anonymous","msg":">>976112
redid the tiles plane & it solved it but dunno why it happened in the 1st place","attachment":null,"posted":1709312845},{"board":"3","thread":966806,"pid":976246,"name":"Anonymous","msg":">>966806
how do I web 3d?","attachment":null,"posted":1709343812},{"board":"3","thread":966806,"pid":976274,"name":"Anonymous","msg":">>966806
what's the enterprisest shit?","attachment":null,"posted":1709366024},{"board":"3","thread":966806,"pid":976294,"name":"Anonymous","msg":"Can someone "school" me on Daz and using their models in other DCCs? Is it even worth it? Is it scummy? Is it just a glorified character creator?","attachment":null,"posted":1709390482},{"board":"3","thread":966806,"pid":976298,"name":"Anonymous","msg":">>976294
https://www.youtube.com/watch?v=Oab3268dGC8","attachment":null,"posted":1709391705},{"board":"3","thread":966806,"pid":976299,"name":"Anonymous","msg":">>976298
not useful","attachment":null,"posted":1709392217},{"board":"3","thread":966806,"pid":976300,"name":"Anonymous","msg":">>976299
It addresses your scumminess question, and they seem to think it's worth it. Good as a base mesh generator","attachment":null,"posted":1709392888},{"board":"3","thread":966806,"pid":976301,"name":"Anonymous","msg":">>976300
>flipped normals video
begone","attachment":null,"posted":1709393247},{"board":"3","thread":966806,"pid":976302,"name":"Anonymous","msg":">>976301
they were actually industry pros though, what's wrong with flippednormals?","attachment":null,"posted":1709393460},{"board":"3","thread":966806,"pid":976303,"name":"Anonymous","msg":">>976302
they suck ass","attachment":null,"posted":1709393653},{"board":"3","thread":966806,"pid":976304,"name":"Anonymous","msg":"This is going to sound retarded, but are render speeds different with 2D compared to a 3D scene assuming they're the same resolution?
Also, if you have a 3D models, but you use greasepencil on them and give them a more "toon shader" so there's no complex shading going on is that faster than a straight 3D scene?
I'm only curious because no one ever seems to ask nor does it get answered in any videos about it. I assume that it should be, but I'm not sure how lighting plays into that. Although I'd imagine the 2D/3D question is the same kind of difference as something low poly being rendered compared to something high poly being rendered.","attachment":null,"posted":1709393850},{"board":"3","thread":966806,"pid":976334,"name":"Anonymous","msg":"Is it true that I can take someone's model, auto retopo it, change a few proportions on it, and now its my work?","attachment":null,"posted":1709410170},{"board":"3","thread":966806,"pid":976335,"name":"Anonymous","msg":">>976203
Well I'm not at this step yet, I will add the loops later.
Are horizontal edges not being perfectly parallel to the ground a problem for later?
Should I do the shape of the knee with sculpting or modeling?
Thanks for your answer.","attachment":null,"posted":1709410381},{"board":"3","thread":966806,"pid":976343,"name":"Anonymous","msg":">>976334
If you aren't making a new character from someone's model, then they would know that you edited it.","attachment":null,"posted":1709411350},{"board":"3","thread":966806,"pid":976345,"name":"Anonymous","msg":">>976343
when did i mention character? I said any model. How would they know? Its been retopoed and the proportions have changed.","attachment":null,"posted":1709411414},{"board":"3","thread":966806,"pid":976662,"name":"Anonymous","msg":"What's the best program for VFX? I don't see a lot of people talk about that angle a lot","attachment":null,"posted":1709661581},{"board":"3","thread":966806,"pid":976663,"name":"Anonymous","msg":">>976662
The best is a combination of maya and houdini and nuke and katana and something like motionbuilder","attachment":null,"posted":1709661729},{"board":"3","thread":966806,"pid":976667,"name":"Anonymous","msg":"How do I get good at making armor and clothing for my characters? I can make the base mashes to an acceptable level (not great though), but I always get stuck on the clothes.
Sculpting them didn't give good results.
Does anyone have any guides or books about this?","attachment":null,"posted":1709664859},{"board":"3","thread":966806,"pid":976668,"name":"Anonymous","msg":">>976667
I have the same problem. I think the pros use Marvelous Designer","attachment":null,"posted":1709664908},{"board":"3","thread":966806,"pid":976669,"name":"Anonymous","msg":">>976668
I want to make my models for a video game, and I'm short on money, so I'd rather use something open source, but it seems like nothing really exists.
To solve another problem, from time to time I use ArmorPaint to make materials, since doing that in Blender takes forever.","attachment":null,"posted":1709665104},{"board":"3","thread":966806,"pid":976670,"name":"Anonymous","msg":">>976669
if you want to make a game, use industry standard tools, not blender and armor paint of all possible thing, roflmao","attachment":null,"posted":1709665287},{"board":"3","thread":966806,"pid":976671,"name":"Anonymous","msg":">>976670
I really don't care what goyware big companies use","attachment":null,"posted":1709665550},{"board":"3","thread":966806,"pid":976672,"name":"Anonymous","msg":">>976671
enjoy not even coming close to finishing anything then
lol, the state of armor paint kids","attachment":null,"posted":1709665627},{"board":"3","thread":966806,"pid":976674,"name":"Anonymous","msg":">>976672
How much do you pay for your prescriptions for Substance Suite, Maya, Marvelous Designer?","attachment":null,"posted":1709665770},{"board":"3","thread":966806,"pid":976675,"name":"Anonymous","msg":">>976674
I dont subscribe to substance, i have it perpetual through steam. I only use painter and even then, I never use it.
Maya, 1 year of maya indie subscription is one day of work for me.
I dont have marvelous designer","attachment":null,"posted":1709665942},{"board":"3","thread":966806,"pid":976698,"name":"Anonymous","msg":"Is getting a Quest 3 for vr game design a good decision? I have a quest 2 but the fresnel optics are terrible so I couldn't really get into it but I hear the Q3 is much better in this regard with the different pancake lenses?","attachment":null,"posted":1709682430},{"board":"3","thread":966806,"pid":976740,"name":"Anonymous","msg":"Where can i find models of older female characters?
Preferably "granny" or somewhat elderly characters that have some wrinkles but aren't too ugly and maybe for XPS, MMD or SFM
For some reason, i just can't think of any vidya granny right now","attachment":{"attachment_url":"https://i.4cdn.org/3/1709724702357456.png","filename":"1b536fe61e53e4c93c18f9906f4230e8.png"},"posted":1709724702},{"board":"3","thread":966806,"pid":976819,"name":"Anonymous","msg":"Hi everyone, I asked a question in the CGPEERS thread in regards to where I can find the CG World magazines but I figured that it was the wrong thread to ask in. I’ll ask here instead. Does anybody know where I can download the CGWorld Magazines? They are magazines that cover CG from different anime series in Japan and it’s a monthly magazine. I have most of them downloaded but not the ones that came out in recent years.","attachment":null,"posted":1709802198},{"board":"3","thread":966806,"pid":976863,"name":"Anonymous","msg":"Is there such a thing as a... rigged ecorche? That I can move around and see how all the bones and muscles are supposed to be in any given pose. Do I have to download daz or something for that?","attachment":null,"posted":1709847042},{"board":"3","thread":966806,"pid":976864,"name":"Anonymous","msg":">>976863
if you want to see how the bones should be it should be relatively easy since they are non deforming and parented completely to one joint.
If you want to see how a muscle should be you have to bind the muscle to bone with tendons and then simulate","attachment":null,"posted":1709849167},{"board":"3","thread":966806,"pid":976884,"name":"Anonymous","msg":">>976864
Nevermind, anon. I was hoping for an ecorche or at least a model with underlying muscle sim you could pose but it seems this isn't really a thing anywhere. After a bit of searching, best you can manage is something like anatomy360 I guess, where you get different preset poses.","attachment":null,"posted":1709863509},{"board":"3","thread":966806,"pid":976935,"name":"Anonymous","msg":"Anyone has a cool and complete guide/course/whatever recomendation to make for UVs, textures and textures painting but even on a theoritical level?
> Context
Self taught-fag that mostly learned how to model and sculpt and have not a single clue about UVing and everything related.","attachment":null,"posted":1709918094},{"board":"3","thread":966806,"pid":977071,"name":"Anonymous","msg":"Anyone has a guide/resources that shows how to properly place joints/bones for your character. I know it depends on the character but I'm having a hard time defining where each spine bones should be in pic related. Like "chest". Where the fuck it's supposed to end?","attachment":null,"posted":1710021593},{"board":"3","thread":966806,"pid":977072,"name":"Anonymous","msg":">>977071
sorry","attachment":{"attachment_url":"https://i.4cdn.org/3/1710021658023144.png","filename":"Capture d'écran 2024-03-09 164122.png"},"posted":1710021658},{"board":"3","thread":966806,"pid":977098,"name":"Anonymous","msg":"Is it okay to post requests for modelling certain things here? I have been struggling to create a certain shape and I've exhausted a lot of generic tutorials without finding an answer.","attachment":null,"posted":1710031592},{"board":"3","thread":966806,"pid":977101,"name":"Anonymous","msg":">>977098
Just to clarify I'm not asking someone to model and upload for me, just to take a look at the shape, my attempt and to offer some thoughts","attachment":null,"posted":1710032751},{"board":"3","thread":966806,"pid":977140,"name":"Anonymous","msg":">>977098
>>977101
Just post it dude.","attachment":null,"posted":1710066751},{"board":"3","thread":966806,"pid":977155,"name":"Anonymous","msg":">>969400
It's a realistic texture projected/painted on top of a model. You can look at similiar games like Quake 3 Arena or Counter-Strike:Online (or Nexon Zombies), Warcraft 3, older CoD's for refrence. Some games usually make a high poly model then bake the lighting onto the texture then just apply on a lower resolution one or just bake it straight-up directly onto the texture. It's just lighting merged onto a normal texture. Usually it's lighting on the edges like in your picture or points of the face that extrude forward for a pseudo 3D effect like the brow bone, cheeks, etc... Good luck jit ong fr fr no cap","attachment":null,"posted":1710072890},{"board":"3","thread":966806,"pid":977195,"name":"Anonymous","msg":"Anyone might know from where does this problem come from?
Joints are moving when I use their panels properties but they don't when I use the gizmo.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710098486436295.webm","filename":"untitled.mb_ - Autodesk MAYA 2024_ C__Users_Soulaiman_Documents_maya_projects_default_untitled.mb --- IKArm_L 2024-03-10 20-13-24.webm"},"posted":1710098486},{"board":"3","thread":966806,"pid":977199,"name":"Anonymous","msg":"beginner, been mostly messing around with the typical beginner stuff. space, cars, guns, donuts, etc. want to get into sculpting though. does anyone here sculpt with a mouse? I have an ancient drawing tablet thing from like 2008 but i don't even know if it still works (or where it is lol), haven't used it in forever. so i guess my questions are as follows:
>can I use a mouse just fine as a hobbyist
>assuming the tablet and pen still works, was the tech back then good enough to still work with today's hardware/software
>if I absolutely have to buy a tablet, what is a good one to get","attachment":null,"posted":1710099393},{"board":"3","thread":966806,"pid":977210,"name":"Anonymous","msg":">>977199
>can I use a mouse just fine as a hobbyist
No, not really. You can learn the tools, the software, the brushes. But sculpting something that looks good with a mouse is near impossible.
> assuming the tablet and pen still works, was the tech back then good enough to still work with today's hardware/software
Depends if you can find the drivers for it but yeah no reason for it to not work
>if I absolutely have to buy a tablet, what is a good one to get
Depends on your budget. My personal recommendation would be to get a Wacom Intuos Pro. You might never have to change since it does to job perfectly.","attachment":null,"posted":1710100668},{"board":"3","thread":966806,"pid":977213,"name":"Anonymous","msg":">>977199
I sometimes sculpt with a mouse if I'm too lazy to grab my tablet.
Of course, no professional would sculpt that way, the mouse really sucks compared to a pressure sensitive tablet.
It's definitely a worse experience than using a tablet, and you're much more likely to get pain in your arm/hand and potentially injure yourself, but it's certainly possible to sculpt well with a mouse.
But tablets are so cheap, a basic $50 Wacom or any cheap chinese screenless tablet will be fine and drastically better than a mouse.","attachment":null,"posted":1710100706},{"board":"3","thread":966806,"pid":977224,"name":"Anonymous","msg":">>977210
>>977213
shit i completely forgot that pressure/tilt was a thing, im retarded. yeah I'll see if I can find it, pretty sure it supported pressure sensitivity. thanks anons","attachment":null,"posted":1710101486},{"board":"3","thread":966806,"pid":977332,"name":"Anonymous","msg":"Why aren't my particles being affected by gravity the way I'm expecting it to? It's supposed to come down slowly the same way snow does, but instead it fucking lashes down like it's being shot out of a cannon regardless what settings I have. It's that fast it doesn't even settle on the surface but instead ricochets off it and out of the scene.
What causes this?","attachment":null,"posted":1710177233},{"board":"3","thread":966806,"pid":977337,"name":"Anonymous","msg":"My laptop is dying. Any recommendations of laptops 300-400 range?","attachment":null,"posted":1710180519},{"board":"3","thread":966806,"pid":977338,"name":"Anonymous","msg":">>977337
Buy a mini pc. Better thermals and expandability than a laptop for the price.","attachment":null,"posted":1710181539},{"board":"3","thread":966806,"pid":977351,"name":"Anonymous","msg":">>977338
I was thinking maybe getting a steam deck? If I install windows on It and used it for FL studio and blender.
I current laptop has 6 GB of RAM
And A processor, Intel core i3-6100u cpu 2.30ghz, 2304 MHz, 2 core(s) 4 logic processors
So I’m kind of just looking for a relatively cheap laptop, so that I can make low polygon graphics, and work on music on Flstudio.
As long as I can make play station three high-quality graphics in blender I’m probably fine.
I appreciate the help and suggestions.
Thank you in advance.","attachment":null,"posted":1710199562},{"board":"3","thread":966806,"pid":977354,"name":"Anonymous","msg":"found it, its an intuos 3. god this thing was so cool back in the day making shitty flash animations and dicking around in photoshop. hope I can get it to work","attachment":null,"posted":1710201538},{"board":"3","thread":966806,"pid":977723,"name":"Anonymous","msg":">>966806
How do I use a grease pencil draw a line?
Every YT tutorial just paths to trace objects or does some gay unmasking.","attachment":null,"posted":1710472131},{"board":"3","thread":966806,"pid":977724,"name":"Anonymous","msg":">>977199
Mouse works fine for me
https://twitter.com/ChianMajo5372/status/1766143952577835065/photo/1","attachment":null,"posted":1710472357},{"board":"3","thread":966806,"pid":977725,"name":"Anonymous","msg":">>977723
Make a grease pencil stroke object instead of a blank one, so that materials and stuff are set up automatically, go into edit mode for it, delete the verts, then just go into the GP drawing mode and draw.
You could just create an empty GP object and draw that way, but I think you have to set up the materials, so it's just easier to use the "primitive" anyway.
Sounds like an involved process when I write it out in a "retard proof" way, but it's 3s max.","attachment":null,"posted":1710473172},{"board":"3","thread":966806,"pid":977730,"name":"Anonymous","msg":">>977725
Retard proofing might be failing, but that's still just key frames.
Maybe I expressed myself unclearly, I want the path to draw like writing a letter, not appear instantly like key frames.","attachment":null,"posted":1710474354},{"board":"3","thread":966806,"pid":977746,"name":"Anonymous","msg":">>977730
What?
You asked how to draw a line. Not how to make an animation of the line being drawn.
In any case, you want the "Build" modifier on your grease pencil object.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710487044958244.webm","filename":"Build Modifier.webm"},"posted":1710487044},{"board":"3","thread":966806,"pid":977952,"name":"Anonymous","msg":"Posted same question in the /beg/ thread
Looked through the sticky, couldn’t find specifics regarding premade assets
Are there any good websites besides cgtraders and turbosquid for premade assets? Specifically sci fi vehicles?
I’m working on retexturing stuff to see how to render out unlit textures…","attachment":{"attachment_url":"https://i.4cdn.org/3/1710656897158440.jpg","filename":"GIlf7TsWUAAIkbL.jpg"},"posted":1710656897},{"board":"3","thread":966806,"pid":978124,"name":"Anonymous","msg":"how do you achieve this kind of motion blur that pops up in 90s and early 00s stuff,https://youtu.be/4W1c7vIKdDk?t=467 fps is not capped in this example https://files.catbox.moe/9j1nr8.mkv","attachment":{"attachment_url":"https://i.4cdn.org/3/1710811320438463.png","filename":"image.png"},"posted":1710811320},{"board":"3","thread":966806,"pid":978130,"name":"Anonymous","msg":"How can I turn a red normal map into a lilac purple normal map? I have gimp and paint.net at my disposal","attachment":null,"posted":1710818063},{"board":"3","thread":966806,"pid":978136,"name":"Anonymous","msg":">>978130
idk exactly what a red normal map is.
If it's bgr instead of rgb then you can reverse the color channels, ez to do in blender and hopefully gimp
If it's a bump map encoded into the red channel of an image then you can run it through a bump node and save the result (also easy in blender)","attachment":null,"posted":1710821294},{"board":"3","thread":966806,"pid":978137,"name":"Anonymous","msg":">>978136
it looks like left when it should look more like the right, right is obviously a different normal map but the color is the main thing
I'll try messing around with color channels in gimp because I have no clue how to use blender at all and every time I try it just ends with me being frustrated and using a different program
thanks for answering","attachment":null,"posted":1710822029},{"board":"3","thread":966806,"pid":978138,"name":"Anonymous","msg":">>978137
forgot the comparison pic because I have brain damage","attachment":{"attachment_url":"https://i.4cdn.org/3/1710822101104629.jpg","filename":"tex_ch049_008_body_NNN1X.jpg"},"posted":1710822101},{"board":"3","thread":966806,"pid":978141,"name":"Anonymous","msg":"How do I into photogrammetry?
I make custom hotwheels for a tabletop game called Gaslands. I also play on tabletop simulator and it'd be cool to scan in my own cars to use. They don't have to be particularly accurate, lower poly count the better.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710824844374266.jpg","filename":"The Red Team.jpg"},"posted":1710824844},{"board":"3","thread":966806,"pid":978350,"name":"Anonymous","msg":"how the fuck do I hide/display bones/control rig with a single keyboard shortcut in Blender?
and more important question, how the fuck do I display the control rig in some more human way than this list shit in Outliner? I'm used to displaying everything in a schematic view in nodes but they apparently removed that from Blender many years ago (freefags, amirite), so is there any plugin or way to display all the stuff in the scene with nodes?","attachment":{"attachment_url":"https://i.4cdn.org/3/1711052216752158.png","filename":"ble.png"},"posted":1711052216},{"board":"3","thread":966806,"pid":978367,"name":"Anonymous","msg":"its a stupid question but i swear to god after literal days of searching i cant find out how to make simple criss-crossed quads of grass textures to be used for a game. i know its an outdated method but im doing it with intent.
how do i find and use foliage images/photos with transparent backgrounds (pngs), turn them into meshes (in blender?), and use them in ue5? ive tried everything. youd think something so simple would not deserve a question but i cant find any solutions for some ridiculous reason.
tldr how do i create this source engine styled foliage using blender and ue5? keep in mind im basically retarded, so try to explain step by step to a fucking moron like me.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711068024807943.jpg","filename":"1655147391449.jpg"},"posted":1711068024},{"board":"3","thread":966806,"pid":978372,"name":"Anonymous","msg":">>978367
What do you mean by "criss-crossed quads of grass textures"? I've got no clue what you're asking about.
As for the other method of doing trees/bushes with transparent planes, you can make a few branches (with leaves) by hand, render it out and bring it in as a plane, and use a particle system to instance it on a tree.
Or just use Speedtree since it does this out the box.","attachment":null,"posted":1711077764},{"board":"3","thread":966806,"pid":978419,"name":"Anonymous","msg":">>978350
You can right click the visibility icon in the bone groups panel and set a shortcut. It works as long as the armature is selected.","attachment":null,"posted":1711117352},{"board":"3","thread":966806,"pid":978423,"name":"Anonymous","msg":"can someone link me "the" character modeling tutorial if i want:
>realistic character, no stylized deformed cartoony characters
>kinda low poly (for games), just low poly enough so i can have many characters on screen without lag
>perfect topology/deformations for rigging/animating
>clothing on top of character that works with animations too
>including all fingers also ready for animation
i'm kinda tired of following another tutorial that teaches bad topology...","attachment":null,"posted":1711119034},{"board":"3","thread":966806,"pid":978424,"name":"Anonymous","msg":">>978372
its basically like a png plastered onto a plane. doesnt have to be a plane, can reduce it to fit the shape of the plant more to reduce overdraw in games but the idea is the same. the criss-cross just refers to placing two of those perpendicular in a cross shape to make it look more 3d when viewed from all angles.
see? i know what it is but i dont even know how to fucking do it. it sucks being retarded.","attachment":null,"posted":1711119290},{"board":"3","thread":966806,"pid":978427,"name":"Anonymous","msg":">>978423
Rip character models from video games and then try to recreate the techniques while cutting every corner and finding out why all the things in game models are done the way they are","attachment":null,"posted":1711120982},{"board":"3","thread":966806,"pid":978449,"name":"Anonymous","msg":">>978424
You mean just clipping 2 planes perpendicularly? What's so hard about it?","attachment":{"attachment_url":"https://i.4cdn.org/3/1711144347977304.jpg","filename":"Tree cards.jpg"},"posted":1711144347},{"board":"3","thread":966806,"pid":978504,"name":"Anonymous","msg":"Does anyone know a place with good free rigs for animation? Also all the fbx files I downloaded from sketchfab show up super fucked when I reference them in maya, like the controllers are all gone and the bones are fucked. I have the same file for one of them from gumroad and that works so I assume it's either I'm downloading the wrong files or referencing them wrong. Anyone know what's the issue?","attachment":{"attachment_url":"https://i.4cdn.org/3/1711193564187761.jpg","filename":"1555001686866.jpg"},"posted":1711193564},{"board":"3","thread":966806,"pid":978516,"name":"Anonymous","msg":"what are some must have plugins for Blender animation? I come from maya and the whole animation interface is so retarded","attachment":null,"posted":1711201333},{"board":"3","thread":966806,"pid":978520,"name":"Anonymous","msg":"What are some steps I can take to dumbing down the graphical quality output of Blender to mimic the Source Filmmaker's renders when done right like pic related or the linked animation? Sort of so the program isn't too harsh on my poor man's system while getting the best I can whilst being able to lower the render waiting times.
https://www.youtube.com/watch?v=tH8jOVJJx4Q
Pic related is also made in Source Filmmaker. Not by me though.
I'm moving from Source Filmmaker to Blender for a better portfolio.
Asked in the Blender general and I figured I better ask here.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711202619983295.jpg","filename":"ddzeawy-da132448-0c59-469c-8416-558ac1796bac.jpg"},"posted":1711202619},{"board":"3","thread":966806,"pid":978521,"name":"Anonymous","msg":">>978516
me again, how do I at least make hidden channels not selectable? what a bizzare UI","attachment":{"attachment_url":"https://i.4cdn.org/3/1711202696083362.webm","filename":"blender.webm"},"posted":1711202696},{"board":"3","thread":966806,"pid":978529,"name":"Anonymous","msg":"Whenever I move the UV of a texture left it moves right on the model. Why is this? Text and things aren't flipped and everything looks right except the positioning seems back to front.
Is it supposed to be this way?","attachment":null,"posted":1711204907},{"board":"3","thread":966806,"pid":978530,"name":"Anonymous","msg":">>978529
I think this is normal","attachment":null,"posted":1711205104},{"board":"3","thread":966806,"pid":978531,"name":"Anonymous","msg":">>978530
Fuck sake. If it's supposed to be like that I guess there's not much I can do.","attachment":null,"posted":1711205156},{"board":"3","thread":966806,"pid":978533,"name":"Anonymous","msg":">>978531
can you post a pic of the problem for clarity?","attachment":null,"posted":1711205734},{"board":"3","thread":966806,"pid":978534,"name":"Anonymous","msg":">>978533
Really I would need to post a webm or something and I'm too retarded to do that.
A crude illustration is the best I can do.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711206202381497.jpg","filename":"A crude illustration.jpg"},"posted":1711206202},{"board":"3","thread":966806,"pid":978536,"name":"Anonymous","msg":">>978534
I hink its like when you are facing a mirror, what you think is your Left is actually the right in the mirror image","attachment":null,"posted":1711206668},{"board":"3","thread":966806,"pid":978541,"name":"Anonymous","msg":">>978536
I'll have to plan for that in future then. Thanks.","attachment":null,"posted":1711210142},{"board":"3","thread":966806,"pid":978547,"name":"Anonymous","msg":"what's the proper method for duplicating this type of feature along the surface so it repeats? I want it on every face in rows.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711224886122759.jpg","filename":"Untitled.jpg"},"posted":1711224886},{"board":"3","thread":966806,"pid":978548,"name":"Anonymous","msg":">>978534
When you move the uvs left, the texture will be further right relative to the uvs","attachment":null,"posted":1711224978},{"board":"3","thread":966806,"pid":978559,"name":"Anonymous","msg":">>978547
In max I would do something like that with the 'array' tool. Blender prob has something similar.","attachment":null,"posted":1711232179},{"board":"3","thread":966806,"pid":978560,"name":"Anonymous","msg":">>978547
You can use an array modifier to do rows and circular sets of instances, etc.
For something more complicated (arbitrary faces) you could try some fancy geometry node stuff
https://www.youtube.com/watch?v=Fl-igAAMCeM","attachment":null,"posted":1711232670},{"board":"3","thread":966806,"pid":978562,"name":"Anonymous","msg":"can I get a critique please?
I'm trying to make the transition from 2D to 3D. I can get heads to this point, but after this I can't figure out what to do. How do I take this to a higher level?","attachment":{"attachment_url":"https://i.4cdn.org/3/1711236815991425.jpg","filename":"32532523526.jpg"},"posted":1711236815},{"board":"3","thread":966806,"pid":978563,"name":"Anonymous","msg":">>978562
I like it, looks like my former boss. If you are reading this, Kevin, I miss you.","attachment":null,"posted":1711238117},{"board":"3","thread":966806,"pid":978572,"name":"Anonymous","msg":">>978521
By actually hiding them? You think the eyeball button next to the channels is just for some cool Egyptian aesthetics?","attachment":null,"posted":1711250390},{"board":"3","thread":966806,"pid":978608,"name":"Anonymous","msg":"Is it the startup file I need to copy to a new version of blender to save me from activating any addons all over again or is it something else?","attachment":null,"posted":1711293760},{"board":"3","thread":966806,"pid":978615,"name":"Anonymous","msg":">>978449
thats not whats hard. it keeps fucking coming out without transparency when i put it in ue5. cant figure out for the life of me why.","attachment":null,"posted":1711306462},{"board":"3","thread":966806,"pid":978616,"name":"Anonymous","msg":">>966806
How come SVG Blender imports always have completely random geometry?
Like if I import a symmetric polygon, Blender manages make it non-symmetric.","attachment":null,"posted":1711306853},{"board":"3","thread":966806,"pid":978628,"name":"Anonymous","msg":">>978615
I'm not super familiar with UE5, but couldn't you change the blending mode somehow? If that's a thing in UE.
Also, you might also be having problems with backface culling. If that's also a thing, try to turn it off for those objects.","attachment":null,"posted":1711317091},{"board":"3","thread":966806,"pid":978932,"name":"Anonymous","msg":"Dunno if there's another thread for hardware recommendations, but I'm looking into buying a laptop to run 3DS, Blender and some CAD software.
What do you guys recommend for best VFM?","attachment":null,"posted":1711626839},{"board":"3","thread":966806,"pid":978952,"name":"Anonymous","msg":">>978138
The red map doesn't contain enough information. It has the same horizontal data in 2 of the channels.
The way a normal map works is it encodes a vector that points in 3 dimensions as black and white color using the RGB channels as stand in for XYZ. The 'red map' here has a copy of the same X data in the GB channels and nonsense looking Z data in the R channel.","attachment":null,"posted":1711644264},{"board":"3","thread":966806,"pid":978956,"name":"Anonymous","msg":">>978952
>>978138
Here's a explanation of what you want and why.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711645144726770.jpg","filename":"normalmapExplained.jpg"},"posted":1711645144},{"board":"3","thread":966806,"pid":978976,"name":"Anonymous","msg":"What is the best way to animate a cape I dont want to use cloth sim I want something that gives me enough control and something simple to make a nice loop an idea I thought I could do would be use 3 curves with 3 points and each and animate the points but I cant get that to work right any suggestions?","attachment":null,"posted":1711670460},{"board":"3","thread":966806,"pid":978993,"name":"Anonymous","msg":">>978976
>What is the best way to animate a cape
The best way IS a cloth sim. Other than that, yeah do weird shit. If you say why your solution isn't working, perhaps someone can tell you what you're doing wrong.","attachment":null,"posted":1711684082},{"board":"3","thread":966806,"pid":979041,"name":"Anonymous","msg":"When are you supposed to use FK leg? When IK leg?","attachment":null,"posted":1711735804},{"board":"3","thread":966806,"pid":979043,"name":"Anonymous","msg":">>979041
Ultimately optional case-by-case. but IK is typically employed whenever the character is in contact with surfaces and the limb has to compress between the contact and it's own mass, FK in turns looks more natural and free flowing when the character isn't in contact, acrobatics, swimming, aerial movement etc.
A mixture of both with the ability to softly blend between IK and FK is typical on quality rigs so it can offer the best of both worlds on demand.
This is typically achieved by things like having a set of 'ghost limbs' with IK that the characters actual limbs that's otherwise FK can be smoothly slaved thru follow by a slider/spinner etc.","attachment":null,"posted":1711737922},{"board":"3","thread":966806,"pid":979046,"name":"Anonymous","msg":">>979043
>>979041
to expand a bit; using 'IK as FK' is ill advised since it tend to produce linear unnatural looking motion that is difficult to correct for free swinging limbs that should have very curved pendulum like movement much more easily achieved animated in FK.
If a character is sprinting for example you would ideally wanna blend from FK to IK so it's IK thru the planted part of the step but goes FK once you roll off the foot and naturally swing the leg forward freely for the next contact.","attachment":null,"posted":1711738336},{"board":"3","thread":966806,"pid":979103,"name":"Anonymous","msg":">>978993
I cant get the points of the curve to rig correctly with armature/blend with static part of cape mesh.
>The best way IS a cloth sim.
From the test I've done not when trying to imitate traditional animation, loop for a static shot, and have consistent feedback and replication that doesn't require constant dicking around with.
https://youtu.be/4OxFSy8G5wk?t=44
Im trying to achieve this kind of vibe using the wave and circle principle which I cant find an example of Felix Colgrave had an example of it on his twitter a long time ago Moho 14 has a similar thing built into.","attachment":null,"posted":1711764347},{"board":"3","thread":966806,"pid":979280,"name":"Anonymous","msg":"Is it possible to change the size of text in blender without changing the size of the overall interface? I mean the text for things like the edge length or the area or whatever.
I don't sit too close to my monitor but the text is so fucking small I have to constantly go up to it to see what it says. Obviously zooming in just lets you see the model in more detail while the text stays the same size. I know you can change the color but even that only helps to some extent. It seems weird if you can change the vert size, so they're easier to see, but not the text.","attachment":null,"posted":1711903357},{"board":"3","thread":966806,"pid":979325,"name":"Anonymous","msg":">>979280
I think that's something that was just added to 4.1. Whether or not that's enough justification to use that "update" is up to you.","attachment":null,"posted":1711923973},{"board":"3","thread":966806,"pid":979347,"name":"Anonymous","msg":">>979325
That's typical. I only updated to 4.0 today and seen everyone complaining about 4.1 so I'm just going to stick with 4.0. I don't think that is a big enough justification for all of the alleged problems that come with 4.1. I've lasted this long with it so I'll just have to persevere.
Thanks anyway.","attachment":null,"posted":1711939489},{"board":"3","thread":966806,"pid":979354,"name":"Anonymous","msg":">watch any blender tutorial on making a landscape
>"plane, noise, displacement"
okay but what I already had the broad strokes of a specific landscape (shape of coastline, location of geographic features, etc) and just want to get a similar level of randomized detail?","attachment":null,"posted":1711944143},{"board":"3","thread":966806,"pid":979355,"name":"Anonymous","msg":">>979354
Grab the displacement from your landscape as an exr or other format, toss it into Gaea and run some erosion on it then export it back out.","attachment":null,"posted":1711946564},{"board":"3","thread":966806,"pid":979376,"name":"Anonymous","msg":">>966806
How come transparent Blender vids take so much space?
Like I rendered just text fading for 30 sec, rendered it quick time mov, and it takes like 100 mb","attachment":null,"posted":1711975200},{"board":"3","thread":966806,"pid":979381,"name":"Anonymous","msg":"So, I recently got a 3d printer to print some minis for tabletop games, like you do. I've got the printer itself sorted out, but I'm having some trouble with one of the models.
I got a STL file for a cool looking model that I want to print, but the model as its designed is much larger than the scale that I need it for. Its 180mm tall and all I need it for is like 40mm tall. No problem, just scale it down, right? You can even do that in a slicer no problem, no 3d modeling programs needed.
That *technically* works, but the resulting mini has 2 big problems when printed: the detail work designed for a much larger figure gets so small and shallow as to be erased during printing, and multiple parts of the mini (cape, swords, etc) get dangerously thin and brittle. For things like the sword blade and the cape I guess the best I can do is to just thicken those up to a reasonable degree, but the detailing (which was one of the things that drew me to this model in the first place) is a much more difficult proposition.
How can I possibly exaggerate these details such that when printed at a small scale its still pronounced enough to be noticeable? I have no blender experience, but from the last couple of days of looking around at tutorials and such I haven't seen anything yet that would help me with this that isn't "spend the next 3-5 years learning blender and re-make the model from scratch".
Any advice in how you might approach this sort of project, resizing something smaller while preserving detail for printing, would be greatly appreciated.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711979232614738.png","filename":"model.png"},"posted":1711979232},{"board":"3","thread":966806,"pid":979433,"name":"Anonymous","msg":">>979376
File format + another color channel (alpha) to save. Granted, the alpha channel probably isn't that heavy since it's grayscale, but I think the file formats that you need to save in to make a transparent video aren't as efficient as others. Quicktime for sure.
Why not just render it out to images?
>>979381
Could be absolutely, and completely fucked, but maybe you can bake out a displacement map from the original, then use that displacement map on a duplicate with the displacement modifier and crank it up. Like I said though, results would probably be fucked.","attachment":null,"posted":1712009560},{"board":"3","thread":966806,"pid":979441,"name":"Anonymous","msg":">>979433
> but maybe you can bake out a displacement map from the original, then use that displacement map on a duplicate with the displacement modifier and crank it up.
I'll look into it. Thanks, anon!","attachment":null,"posted":1712014652},{"board":"3","thread":966806,"pid":979461,"name":"Anonymous","msg":">Have model
>Mark seam because the two different sides of the model have two different materials
>Select a face on one side of the seam
>Press L
>Selects all of the faces on that side of the seam just as I wanted
>Works like it always does
>Deselect everything while I do some other shit
>Select face again
>Press L
>Completely ignores the seam and selects every face of the model
What's the cause of this? It's much easier using a seam than separating everything to new objects which is why I prefer doing it.","attachment":null,"posted":1712023924},{"board":"3","thread":966806,"pid":979482,"name":"Anonymous","msg":"Can I actually make walking cycle with this rig?","attachment":{"attachment_url":"https://i.4cdn.org/3/1712042597535286.jpg","filename":"4544545.jpg"},"posted":1712042597},{"board":"3","thread":966806,"pid":979488,"name":"Anonymous","msg":">>979482
First attempt, I guess it could be worse","attachment":{"attachment_url":"https://i.4cdn.org/3/1712049388155355.webm","filename":"ani0001-0055.webm"},"posted":1712049388},{"board":"3","thread":966806,"pid":979495,"name":"Anonymous","msg":"with everything the way it is in the current climate is it safe to make textures for adult anatomy studies in ad*be photoshop and ad*be substance painter or is the only safe way to do it procedurally in shader in DCC and dodge ad*be?","attachment":null,"posted":1712062344},{"board":"3","thread":966806,"pid":979511,"name":"Anonymous","msg":">>979488
Me when I tell a hot girl I like her head instead of saying I like her hair and she stares back blankly","attachment":null,"posted":1712070860},{"board":"3","thread":966806,"pid":979515,"name":"Anonymous","msg":">>979488
That's cool but you won't know the definition of worse until you've tried Blender's NLA editor.","attachment":null,"posted":1712071235},{"board":"3","thread":966806,"pid":979526,"name":"Anonymous","msg":">>966806
I'm not a very good student but my parents are still paying my university and being very kind and understanding about it so I'm looking for a way to earn some money so my education could be a bit less of a financial burden to them. Should I become a 3D artist? I have plenty of free time to learn and I can draw if it helps, I've tried sculpting in Blender and it's quite fun.","attachment":null,"posted":1712080817},{"board":"3","thread":966806,"pid":979578,"name":"Anonymous","msg":"anyone know what software this is? it looks like blender but ive never seen those kinds of rigging controls before
it's from this video: https://www.youtube.com/watch?v=mULgarPJqvk","attachment":{"attachment_url":"https://i.4cdn.org/3/1712151562475978.jpg","filename":"extention.jpg"},"posted":1712151562},{"board":"3","thread":966806,"pid":979580,"name":"Anonymous","msg":"When making a model for an already existing character, would you say it's more important to imitate the original art style or use your own","attachment":null,"posted":1712154976},{"board":"3","thread":966806,"pid":979588,"name":"Anonymous","msg":">>979580
Depends how old the existing model is. If the existing model was clearly constrained by the graphical limits of its time, an updated version is very reasonable because you can effectively make how the character was 'meant' to look to some meaningful degree.
But for a character whose design is heavily stylized, or so recent and high-def as to not be constrained by graphical limitations, you already know how the character is supposed to look and thats it. For example, TF2 characters don't look like real people. They are very stylized cartoons. If you change the style of the character, you very quickly risk ending up with something that is no longer that character. Instead at best you have a weird knockoff, or the equivalent of someone cosplaying that character in model form.","attachment":null,"posted":1712158619},{"board":"3","thread":966806,"pid":979601,"name":"Anonymous","msg":"Is it possible to do "set piece" type things with 3D in the same way that you can with 2D shots? Or even similar types of commission work? Most people I see posting 3D stuff either only post raw assets that they're selling or animations with zero in between","attachment":null,"posted":1712171374},{"board":"3","thread":966806,"pid":979613,"name":"Anonymous","msg":">>979601
What do you mean by "set piece"? Like environments with animations or something?","attachment":null,"posted":1712180427},{"board":"3","thread":966806,"pid":979620,"name":"Anonymous","msg":"Hey friends, anyone have tips on how I should unwrap this spherical body so the marked faces aren't distorted? I guess I could just do "unwrap from view" like I did for the face/front, but what's a general good way to do this stuff?","attachment":{"attachment_url":"https://i.4cdn.org/3/1712186389598327.png","filename":"Screenshot_24.png"},"posted":1712186389},{"board":"3","thread":966806,"pid":979621,"name":"Anonymous","msg":">>979620
unwrap with real uv tools","attachment":null,"posted":1712186640},{"board":"3","thread":966806,"pid":979626,"name":"Anonymous","msg":"does anyone have or know where I can get extremely high quality textures of mileena
from mortal kombat X","attachment":{"attachment_url":"https://i.4cdn.org/3/1712188868024030.jpg","filename":"jf-ee-mileenadefault2.jpg"},"posted":1712188868},{"board":"3","thread":966806,"pid":979629,"name":"Anonymous","msg":">>979626
ask /vg/","attachment":null,"posted":1712190685},{"board":"3","thread":966806,"pid":979641,"name":"Anonymous","msg":">>979620
Looking at your texture, it doesn't really look like it matters if it's distorted or not. I can't see what the texture on your model looks like since it's got the selected overlay, but I really doubt it matters if they're just flat colors. In which case, you don't even need to unwrap them at all. You could just scale the areas on the UV to zero and put them on a single colored pixel.","attachment":null,"posted":1712203766},{"board":"3","thread":966806,"pid":979650,"name":"Anonymous","msg":">>967667
I'm pretty sure a higher grade Elegoo could handle that print with the right settings and supports. Given the ground clearance you'd need quite a lot though","attachment":null,"posted":1712221885},{"board":"3","thread":966806,"pid":979651,"name":"Anonymous","msg":">>979641
the thing is now I want to draw in some details and the distortion is kind of obvious.","attachment":null,"posted":1712223923},{"board":"3","thread":966806,"pid":979657,"name":"Anonymous","msg":">>979651
do a spherical unwrap on those faces","attachment":null,"posted":1712233199},{"board":"3","thread":966806,"pid":979692,"name":"Anonymous","msg":"Might be a retarded question but I'll ask anyway. I'm really in the mood to try animating some anime anime girls doing silly dances.
What software do people usually use for that sort of thing? Blender? MMD?","attachment":{"attachment_url":"https://i.4cdn.org/3/1712279574290088.gif","filename":"nch-palamute.gif"},"posted":1712279574},{"board":"3","thread":966806,"pid":979707,"name":"Anonymous","msg":">>979495
anyone?","attachment":null,"posted":1712320178},{"board":"3","thread":966806,"pid":979712,"name":"Anonymous","msg":"Should I buy a 4070 ti super for rendering or wait for 5000 series?","attachment":null,"posted":1712322645},{"board":"3","thread":966806,"pid":979754,"name":"Anonymous","msg":">>966806
How can I make my textures more pixelly? I was going for a PSP painted texture feel, but people are nostalgic for Mega-Man Ledgends, not Megaman Maverick Hunter X.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712368404515169.gif","filename":"1665442185127909.gif"},"posted":1712368404},{"board":"3","thread":966806,"pid":979760,"name":"Anonymous","msg":"How is the black Shadow effect on the nose achieved on this model?
https://x.com/TheCrypticLight/status/1775754801462075740
It doesn't appear to be attached to a camera but its switching side unrelated to the rotating empty and only when the view is facing it.","attachment":null,"posted":1712372275},{"board":"3","thread":966806,"pid":979761,"name":"Anonymous","msg":">>979707
Yes. It's perfectly safe to make porn stuff in jewdobe software. They can't stop you. You're just another $ to them. As long as you keep lining their pockets, they'll keep blowing their shareholders under the table.
Unless of course you're using 3d Coat to make porn textures. Then you're going to hell. Not because it's that bad a software for the task, but because their EULA says you will.","attachment":null,"posted":1712375798},{"board":"3","thread":966806,"pid":979767,"name":"Anonymous","msg":">>979754
256x256
use a pixel brush.
lower render settings in arnold renderer.","attachment":null,"posted":1712379424},{"board":"3","thread":966806,"pid":979798,"name":"Anonymous","msg":">>979767
Nice. Well, now I'm figuring out baked lighting. Should have done this sooner. I used an Ambient Occlusion map to get more natural shades. It makes it easier to apply shadows and light to my textures.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712411776878004.jpg","filename":"Garland.jpg"},"posted":1712411776},{"board":"3","thread":966806,"pid":979841,"name":"Anonymous","msg":">>979754
noob question but how do I make this spinny character thing with all the info at the top?","attachment":null,"posted":1712447248},{"board":"3","thread":966806,"pid":979842,"name":"Anonymous","msg":">>979841
I forgot how to make a turntable in Maya when I made that gif, but under the Animation set, go to Visualize > Create Turntable.
What I did is I used GifCam and rotated the object while it was recording, then deleted unnecessary frames.
https://blog.bahraniapps.com/gifcam/
For the data on the top left of the view port, just go to Show>HUD.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712448478085014.jpg","filename":"showhud.jpg"},"posted":1712448478},{"board":"3","thread":966806,"pid":979928,"name":"Anonymous","msg":">I've been downloading a few models from my favourite games to study, i found kratos on deviantart and was studying it earlier, I wanted to download Thor for the unique body type but I literally cannot find his model anywhere, does anyone have it on hand or know where I could get it? I have a shit ton of models so feel free to ask if your looking for something yourself, and I may have it, if All else fails im just going to figure out how to rip it myself","attachment":null,"posted":1712544279},{"board":"3","thread":966806,"pid":979935,"name":"Anonymous","msg":">>979928
Who are you quoting?","attachment":null,"posted":1712549511},{"board":"3","thread":966806,"pid":979937,"name":"Anonymous","msg":">>979935
Nobody, it was an accident sorry, I want the Thor model","attachment":null,"posted":1712553251},{"board":"3","thread":966806,"pid":979940,"name":"Anonymous","msg":"So I'm trying to make a sword as seen in the reference image, but I am beginning to wonder if there was a better way to do the pommel. Any suggestions?","attachment":{"attachment_url":"https://i.4cdn.org/3/1712565731702359.png","filename":"2024-04-08 02_39_57-_ (Unsaved) - Blender 4.1.png"},"posted":1712565731},{"board":"3","thread":966806,"pid":979942,"name":"Anonymous","msg":">>979940
Why aren't you doing it as a cylinder?
Or at the very least make the profile with an edge and spin/screw it.","attachment":null,"posted":1712566295},{"board":"3","thread":966806,"pid":979973,"name":"Anonymous","msg":">>979940
>>979942
nta, but
>doing it as a cylinder
do not liek
>make the profile with an edge and spin/screw it
I liek","attachment":null,"posted":1712600304},{"board":"3","thread":966806,"pid":979986,"name":"Anonymous","msg":">>979973
>I liek
I really don't get enough opportunities to do that shit, so I try to do it every now and again. It's really fun just grabbing a corner or something at the end of a mesh and spinning it to make some neat curves.
That being said, the "workflow" of making a profile and spinning it is fucking ancient. I remember that's how I first learned that stuff, and it was making "vases" that I was never gonna use for anything.","attachment":null,"posted":1712610721},{"board":"3","thread":966806,"pid":979994,"name":"Anonymous","msg":">>979986
>liek
I learned that legit 10+ years ago, pretty much haven't touched cgi since","attachment":null,"posted":1712613053},{"board":"3","thread":966806,"pid":979999,"name":"Anonymous","msg":">>979994
Yeah, I first fucked around with spinning back in 2008-09 or thereabouts.
Back when I was trudging through 2.49b by following the online documentation. I remember being so proud for making a snowman.
I wish I still had my old shit from back then. But I posted it all on MySpace and we all know how that went.","attachment":null,"posted":1712615662},{"board":"3","thread":966806,"pid":980001,"name":"Anonymous","msg":"Coomer with some fetishes that don't exist in real life here, and there is very little of it available in comic/image/video form either.
If I wanted to produce porn of it, maybe start off with some 3d comics first and then possibly transition to short videos later on. Whats the process like?
Is stuff like Daz any good, or should I suck it up and grind out blender tutorials and do everything from scratch? Should I be learning one software for sculpting, another for rigging/animating etc?
I'd just like to know what a typical workflow is and then I can get started learning.","attachment":null,"posted":1712616104},{"board":"3","thread":966806,"pid":980016,"name":"Anonymous","msg":">>980001
>Whats the process like?
Choose a 3d modeling program, then learn how to model things in it. From there, making videos is as simple as rigging/animating them (Note: This is not simple or easy) but if you just want to do 3D comics then you could probably stick to posing models that you make. Depending on the fetish I think the real difficulty will be texture painting. It's hard to make something realistic look appealing in 3D, especially humans. Or if your fetish is mostly /h/ material, good luck getting that 2D, two-tone shading style in a 3D engine that tries to simulate realistic lighting
>Is stuff like Daz any good
That depends on your taste but I find it horrendous. On the other hand it's probably a lot easier. Only you can answer the question of "Do I want to learn an entire skillset from scratch for porn or only part of it".
>I'd just like to know what a typical workflow is and then I can get started learning
Generally the workflow is something like Block Out->Body Sculpt->Sculpt the face, hair, and fine details->Retopologize (You can automate this step)->Rig the model->Model clothing/accessories->Add textures->Pose model->Clean up
There's a tutorial on Youtube for Blender that I saw that went through the process of making/posing a character from scratch, you could probably start there: https://www.youtube.com/watch?v=J2_uiUEcY7w&list=PLe0O-ypJqvKw6meu68TlU0_motrjcnrva","attachment":null,"posted":1712628740},{"board":"3","thread":966806,"pid":980047,"name":"Anonymous","msg":">>966806
Do you think anyone would be interested in watching history animation that look like this?","attachment":{"attachment_url":"https://i.4cdn.org/3/1712673328946248.jpg","filename":"34343.jpg"},"posted":1712673328},{"board":"3","thread":966806,"pid":980056,"name":"Anonymous","msg":"im losing my mind trying to fix the topology on the circled points on this helmet
no matter what I do it creates a small bump on that point and you can see the mesh post subdivision gets messed up.
I tried beweling, I tried doing the chair tutorial thing, creasing, etc.
nothing works.
anyone have any ideas","attachment":{"attachment_url":"https://i.4cdn.org/3/1712678363798888.png","filename":"ngon6.png"},"posted":1712678363},{"board":"3","thread":966806,"pid":980090,"name":"Anonymous","msg":">>966806
First attempt sculping low poly woman. Posting it here if by chance someone finds its badness amusing.
I just don't understand breast shape.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712699219483987.jpg","filename":"3433.jpg"},"posted":1712699219},{"board":"3","thread":966806,"pid":980093,"name":"Anonymous","msg":">>980047
Probably, if it's part of some YT shorts thing or something. I do think that ship has long since sailed with shit like Kurzgegat or whatever.","attachment":null,"posted":1712699998},{"board":"3","thread":966806,"pid":980100,"name":"Anonymous","msg":">>980093
>I do think that ship has long since sailed with shit like Kurzgegat or whatever.
What do two 2D animation have to do with this?
I'm unaware of history channels that do 3D animation, and few that do just use some total war footage.","attachment":null,"posted":1712706997},{"board":"3","thread":966806,"pid":980119,"name":"Anonymous","msg":">>979798
Playing around with Mayas Arnold Lighting. I learned a few things.
Enable Matte on an AI Standard Surface shader, then set the color to your models texture and it will have the AI Standard act as an AI Flat texture. Emmision works in a similar way. Change the color to the models texture, then crank up the Emmision and it will appear as an AI Flat.
I however am trying to work with dynamic lighting, so I can't alway have my mesh be flat lit. but now I'm encountering another problem. Arnold has a lot of grain and noise if its on low settings, and low settings is what I need since this is done on my laptop, not a high end desktop. Takes to much time.
I'm using Maya2019, I hear Maya 2023 has a noise reducer in Arnolds renderview. I'd like to try that out and see if this solves my issue without having to crank up the settings.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712728432716619.jpg","filename":"test.jpg"},"posted":1712728432},{"board":"3","thread":966806,"pid":980120,"name":"Anonymous","msg":">>980090
Looks like a clay idol they'd dig up at an archeological site. Real talk though boobs are pretty simple, they're just drooping sacks of fat. Something that might help is getting two balloons, filling them with water so they fill your hand, and hanging them via string around your neck so they rest on your upper pectorals. Should give you a feel for how they fall on the human form. They don't splay completely out to the sides though, pectoral muscles and collagen give them a mostly coherent shape unless the woman is flat on her back, and even then they kind of rest on her upper pectorals unless she's both huge (More than DD cup) and old.","attachment":null,"posted":1712729059},{"board":"3","thread":966806,"pid":980121,"name":"Anonymous","msg":">>980047
That looks like a channel that I have seen come up a few times, HOOG oor HOG or something like that.
I'm not clear on what makes a youtube channel good, much of them seem to basically just regurgitate Wikipedia and they still do quite well for themselves, then there are channels that would be improved if they actually did that.
I think much of it would depend on the rest of the video, your presentation, subject matter, narration etc.","attachment":null,"posted":1712730768},{"board":"3","thread":966806,"pid":980122,"name":"Anonymous","msg":">>980100
I'm assuming you're making animations going over significant historical events, and narrating over them like "in the year x, y did z".
2d or 3d makes no difference. It's a tapped market.","attachment":null,"posted":1712737588},{"board":"3","thread":966806,"pid":980125,"name":"Anonymous","msg":">>980122
>It's a taped market.
You would think so, given how many channels there are that do it. But very few actually seem to know what they are talking about beyond a surface level. There is a lot they miss or ignore and many subjects they don't touch, there is also a lot they get wrong or misinterpret.
So their are many gaps in the market that could be capitalized on.
But also, many of those channels seem to do the exact same thing and about the exact same subjects. Yet they are still successful.","attachment":null,"posted":1712738385},{"board":"3","thread":966806,"pid":980134,"name":"Anonymous","msg":">>980122
History videos are entertainment, so watching two channels make a video about the same subject delivers a completely different experience.
Ideally, I'd want to do something a bit different, maybe focus on storytelling and focus on drama. Dunno, if that would be cringe.
>It's a tapped market.
Everything is tapped market if you group them in a wide group, but history vids fall into different sub-niches.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712749426437674.jpg","filename":"69ac6d0f643b90faa2f7ef9374adf741.jpg"},"posted":1712749426},{"board":"3","thread":966806,"pid":980147,"name":"Anonymous","msg":">>979841
>>979842
I forgot a crucial bit of info.
On the main menu bar.
Display>Heads Up Display>Poly Count","attachment":null,"posted":1712761938},{"board":"3","thread":966806,"pid":980182,"name":"Anonymous","msg":">>980121
>HOOG
Yep, that a bit similar. They have a nice channel.","attachment":null,"posted":1712793641},{"board":"3","thread":966806,"pid":980233,"name":"Anonymous","msg":">>980090
Think this an improvement, but I doubt if I it's usable, mesh is no are no longer symmetric because I decimated it.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712843455868960.png","filename":"fem.png"},"posted":1712843455},{"board":"3","thread":966806,"pid":980328,"name":"Anonymous","msg":"any texture painting software that lets me paint across materials? thinking specifically for getting rid of texture seams between the neck and body when doing "headhacks".
i use blender for the modelling but as far as i know it doesnt do painting across materials","attachment":null,"posted":1712916948},{"board":"3","thread":966806,"pid":980619,"name":"Anonymous","msg":"Is there any option to stop a new added object from going into the last selected collection? It's not a problem usually but if you have a few collections that you're flicking between then it becomes a chore to have to narrow it down and remove it from the collection.","attachment":null,"posted":1713148421},{"board":"3","thread":966806,"pid":980786,"name":"Anonymous","msg":">>980233
Use some reference images to get the proportions right.
Either images (parent them to your camera) or on an extra monitor or window.","attachment":null,"posted":1713290775},{"board":"3","thread":966806,"pid":981055,"name":"Anonymous","msg":">>980786
What's wrong with proportions? It's seven heads long.","attachment":null,"posted":1713544781},{"board":"3","thread":966806,"pid":981374,"name":"Anonymous","msg":"How do I merge multiple vertex groups in Blender? Like more than just two. I thought I could just combine groups one at a time with the Vertex Weight Mix modifier, but not everything gets transferred. Is there another way to do it?","attachment":null,"posted":1713853514},{"board":"3","thread":966806,"pid":981448,"name":"Anonymous","msg":">Fallout 4 uses greenish yellow normal maps
...Why? I thought normal maps are only light purple. Do yellow normal maps have anything more to offer? Also some objects in the game have lights on them without having glow maps. How is that possible?","attachment":{"attachment_url":"https://i.4cdn.org/3/1713927835928487.png","filename":"sbgrthr.png"},"posted":1713927835},{"board":"3","thread":966806,"pid":981454,"name":"Anonymous","msg":"based","attachment":null,"posted":1713932226},{"board":"3","thread":966806,"pid":981547,"name":"Anonymous","msg":">>966806
I am trying to add a metallic property to this custom cel shader... but I have no clue where or how to add it, I recently added the emissive property, anyone?","attachment":{"attachment_url":"https://i.4cdn.org/3/1714014103852893.png","filename":"file.png"},"posted":1714014103},{"board":"3","thread":966806,"pid":981886,"name":"Anonymous","msg":">>981448
It's a different encoding of vectors into rgb channels.
Apart from that eyes are more sensitive in the red/green region and many texture compression algorithms take advantage of that.
Encoding normal maps this way lets them use the same compression algorithm for normal maps.","attachment":null,"posted":1714337751},{"board":"3","thread":966806,"pid":982129,"name":"Anonymous","msg":">>966806
where's the 3D printing thread at? I'm looking for resin slicer recommendations and I want to hear that there's something better than chitu/lychee","attachment":null,"posted":1714552486},{"board":"3","thread":966806,"pid":982343,"name":"Anonymous","msg":"Is there a way to snap rotate the camera to the side or to the top/bottom in substance painter?","attachment":{"attachment_url":"https://i.4cdn.org/3/1714744853010667.png","filename":"1645260346858.png"},"posted":1714744853},{"board":"3","thread":966806,"pid":982496,"name":"Anonymous","msg":">>981547
Metallic on this level might just be coloring the specular highlights. I'd use a color mix node, experiment with blending modes and fade in the normalized albedo value into the glossy color.","attachment":null,"posted":1714905234},{"board":"3","thread":966806,"pid":982783,"name":"Anonymous","msg":">>982129
>>>/diy/ have a 3D printing general.","attachment":null,"posted":1715142283},{"board":"3","thread":966806,"pid":982919,"name":"Anonymous","msg":"Beginner in Maya. UVs just aren't clicking for me. I don't get it. Is there any explanation other than "my model/topology is shit" to explain why my UVs curve and stretch so much even on not particularly crazy surfaces? I have to put so many cuts in until I'm working with dozens of little pieces like a goddamn jigsaw, which can't be correct when I see other people's UVs.
Like, what the fuck is going on in pic related?","attachment":{"attachment_url":"https://i.4cdn.org/3/1715277190252705.png","filename":"spiky overlap wont unfold.png"},"posted":1715277190},{"board":"3","thread":966806,"pid":982928,"name":"Anonymous","msg":">>982919
try pressing "auto seams" and then unfolding","attachment":null,"posted":1715281638},{"board":"3","thread":966806,"pid":983563,"name":"Anonymous","msg":"was it this board or was it somewhere else that i saw that there was a website for orthographic or mostly orthographic reference images? i swear i saw that there was a site dedicated to this but i can't for the life of me find it again","attachment":{"attachment_url":"https://i.4cdn.org/3/1715870576585270.png","filename":"e.png"},"posted":1715870576}]}
{"title":"Where do I start","posts":[{"board":"3","thread":973294,"pid":973294,"name":"Anonymous","msg":"I want the best tutorial I can pirate. I want to learn the basics of 3D from modeling to animation, I can use blender or either pirate Maya. I have access to cgpeers because im a super badass","attachment":{"attachment_url":"https://i.4cdn.org/3/1707347972168870.jpg","filename":"72f3deb5e5372fc26e53085fa9134ec2.jpg"},"posted":1707347972},{"board":"3","thread":973294,"pid":973307,"name":"Anonymous","msg":"Guy who already knows 3d here. Please let me know too, I'm interested.","attachment":null,"posted":1707354950},{"board":"3","thread":973294,"pid":973331,"name":"Anonymous","msg":">>973307","attachment":null,"posted":1707380160},{"board":"3","thread":973294,"pid":973333,"name":"Anonymous","msg":">>973294
Pirate them all you super loser!","attachment":null,"posted":1707383191},{"board":"3","thread":973294,"pid":973341,"name":"Anonymous","msg":">>973333
>>973307
>>973331","attachment":null,"posted":1707390181},{"board":"3","thread":973294,"pid":973342,"name":"Anonymous","msg":">>973333
>pirating blender","attachment":{"attachment_url":"https://i.4cdn.org/3/1707391288000449.jpg","filename":"1686295286692112.jpg"},"posted":1707391288},{"board":"3","thread":973294,"pid":973404,"name":"Anonymous","msg":">>973342
He is referring to the tutorials","attachment":null,"posted":1707434507},{"board":"3","thread":973294,"pid":973455,"name":"Anonymous","msg":">>973294
I always found Imphenzias tutorials on youtube pretty good.
was enough for me to get a foot in the door with modeling and animation.","attachment":null,"posted":1707483261},{"board":"3","thread":973294,"pid":973469,"name":"Anonymous","msg":">>973294
Grant Abbit's stuff is great for beginners and his stuff is available on rutracker. Have fun anon :)","attachment":null,"posted":1707497469},{"board":"3","thread":973294,"pid":976971,"name":"Anonymous","msg":">>973294
YouTube can be a good source depending on what your after and humble bumble have a good deal on books and courses at the mo, I know you said pirate but worth a look.","attachment":null,"posted":1709944328},{"board":"3","thread":973294,"pid":976972,"name":"Anonymous","msg":">>976971
Also
https://rutracker.org/forum/index.php
Has lots of torrents for tutorials and despite it been russian site they tend to be in English, I advise for ease of use login to the site then once logged in use Google translate to help navigate","attachment":null,"posted":1709944639},{"board":"3","thread":973294,"pid":980433,"name":"Anonymous","msg":">>973294
Watch out! We got a badass over here","attachment":null,"posted":1713036115}]}
{"title":null,"posts":[{"board":"3","thread":976484,"pid":976484,"name":"Anonymous","msg":"How do I get to this level of 3d as FAST as possible?","attachment":{"attachment_url":"https://i.4cdn.org/3/1709517333213743.jpg","filename":"104d0fb75796ff39140bc3eca0f10fb9f5467e2d_2_1000x500.jpg"},"posted":1709517333},{"board":"3","thread":976484,"pid":976485,"name":"Anonymous","msg":">>976484
lmao if you have to ask that question, you're never going to make it","attachment":null,"posted":1709517609},{"board":"3","thread":976484,"pid":976487,"name":"Anonymous","msg":">>976484
2024 so sit on your ass and wait for the AI to be able to do it for you is realistically fastest since it'll take multiple years of practice to learn this from scratch.
But OG answer: Study fine-arts type figure drawing til you're able to render realistic portraits of people, you have to learn
how to see shapes for what they are and judge how they sit in relation to one another very accurate and that is the shortcut
to get there the fastest thru deliberate practice.
While you're doing this play around with your 3D tools modelling and sculpting simpler stuff so you start getting accustomed how to operate them.
Once you start getting competent at rendering humans graphite on paper Your 3D skills will start developing in absolute lockstep with your 2D skills as they're
the same skill. Reason you don't start out in 3D if you wanna learn this fast is there are more pitfalls and more bad practices available there.
Traditional art while initially seeming more unforgiving serves as a pressure chamber to force you to think about shape the correct way instead of swinging the
camera around and thru the function of the number of angles end up with some that sort of works and send you down 'the turd-polishers lane'.","attachment":null,"posted":1709518217},{"board":"3","thread":976484,"pid":976488,"name":"Anonymous","msg":">>976487
That's a 3D scan and you're dumb.","attachment":null,"posted":1709518657},{"board":"3","thread":976484,"pid":976489,"name":"Anonymous","msg":">>976484
I don't think anyone on this board would know.","attachment":null,"posted":1709519458},{"board":"3","thread":976484,"pid":976498,"name":"Anonymous","msg":">>976484
For form, practice scultping human anatomy.
For texturing, acquire rig strong enough to render 8k textures that you can download for free.
Or
Practice texturing yourself using substance painter and following the thousands of tutorials you will hoard but never use.
Thats it. If you just want a render but wont use the model any further, use AI and generate a render. Easiest route to get your idea across.","attachment":null,"posted":1709525098},{"board":"3","thread":976484,"pid":976500,"name":"Anonymous","msg":">>976489
>>976498
What you think doesn't really matter because you're dumb.","attachment":null,"posted":1709525438},{"board":"3","thread":976484,"pid":976532,"name":"Anonymous","msg":">>976484
Find a high level tutorial, and pay for it. Follow it step by step. Don't get distracted by the notion that you're going to do your own thing. Because all that does is steer you down the road of individualism and decay. Mastering realism is about throwing away such notions, and just copying what you see. Copying the techniques of the masters that came before you. Fuck all that free tutorial bullshit. Throw some cash at a professional tutorial by people who know what the fuck they're talking about. And just grind it out.","attachment":null,"posted":1709552777},{"board":"3","thread":976484,"pid":976542,"name":"Anonymous","msg":">this level of 3D
This skill is specifically digital sculpting, if you want to learn this skill you won't be learning 3D in general. You won't be learning rigging, animation, any of that kind of thing. You won't be a generalist, because being this good at sculpting takes far too much time and dedication.
If you can't draw already it'll take you multiple years to get this good. If you can draw already it'll take you 6 months to a year if you learn quickly and focus. And I really mean you need to be good at drawing for this.
The fastest way to get good at drawing quickly would be to pay to attend a fine art atelier. You can learn to draw on your own though, but it's difficult and slower.
You need to be autistic about anatomy, if you aren't interested in anatomy already I would find something else to do.
I wouldn't recommend becoming this good. I am this good, and I've had basically no financial reward for it.
If you love anatomy, if you love producing art, if you love working, if you love studying, then I can recommend becoming a proficient digital sculptor. It's very creatively satisfying.","attachment":null,"posted":1709560361},{"board":"3","thread":976484,"pid":976543,"name":"Anonymous","msg":">>976542
>because being this good at sculpting takes far too much time and dedication.
>it'll take you multiple years to get this good
>I wouldn't recommend becoming this good. I am this good, and I've had basically no financial reward for it.
Brother this isn't even metahuman level of quality, quite frankly op pic is amateurish, stop being so dramatic
>>976484
>as FAST as possible
Just get a couple of courses from cgpeers, I suggest getting separate ones for sculpting and texturing since they are usually more thorough though","attachment":null,"posted":1709562081},{"board":"3","thread":976484,"pid":976545,"name":"Anonymous","msg":">>976543
>Brother this isn't even metahuman level of quality, quite frankly op pic is amateurish,
There's some minor issues with the eyes, and some of the texturing isn't that great (although it could be the render).
Obviously it isn't metahuman level, and as a likeness to Robert Pattinson it isn't great, but to call this amateurish or achievable with a couple of tutorials, you don't know what you're talking about honestly.","attachment":null,"posted":1709562560},{"board":"3","thread":976484,"pid":976549,"name":"Anonymous","msg":">>976543
>>976545
Anons talking stupid shit, this is a digital sculpture wrapped on a metahuman face for the details and maps.
I am definitely better than him at sculpture and it took me about 10 years, and im not even on the levels of the high mid tear sculptors over there, so i guess, 6 to 7 years you can sculpt something like this. Given that the likeness is not there I might say that he doesn't do that type of work. Likeness is really specialized and it takes shit ton of time","attachment":null,"posted":1709565426},{"board":"3","thread":976484,"pid":976556,"name":"Anonymous","msg":">>976549
Nigga you are either insane or actually talentless if you think it takes a decade to be able to make a ps3 level head","attachment":null,"posted":1709567333},{"board":"3","thread":976484,"pid":976568,"name":"Anonymous","msg":">>976556
We can compare sculptures right now if you want, to see who is more talented","attachment":null,"posted":1709582745},{"board":"3","thread":976484,"pid":976570,"name":"Anonymous","msg":">>976568
Show me your decades of experience then, we already have Cris who spent a decade building his 3d skills, I'm excited to see another master","attachment":null,"posted":1709583529},{"board":"3","thread":976484,"pid":976572,"name":"Anonymous","msg":">>976570
first show me your Grassetti leves of 3d sculptures with only 3 months of experience","attachment":null,"posted":1709587856},{"board":"3","thread":976484,"pid":976577,"name":"Anonymous","msg":">>976572
Why are you pussying out all of a sudden?","attachment":null,"posted":1709589490},{"board":"3","thread":976484,"pid":976578,"name":"Anonymous","msg":">>976577
I'm just waiting your post, I'm not pussying out","attachment":null,"posted":1709589699},{"board":"3","thread":976484,"pid":976580,"name":"Anonymous","msg":">>976578
You are such a fucking flake, jesus","attachment":null,"posted":1709589849},{"board":"3","thread":976484,"pid":976582,"name":"Anonymous","msg":">>976580
post your work 3 month Savant","attachment":null,"posted":1709589988},{"board":"3","thread":976484,"pid":976584,"name":"Anonymous","msg":">>976582
I won't because I know you won't post yours dumb flakey nigger, enjoy wasting another decade, maybe you will reach ps2 levels by then","attachment":null,"posted":1709590171},{"board":"3","thread":976484,"pid":976586,"name":"Anonymous","msg":">>976584
you see, I knew you were going to be a pussy","attachment":null,"posted":1709590458},{"board":"3","thread":976484,"pid":976587,"name":"Anonymous","msg":">>976484
the technical skill is there but the likeness is way off. good job overall.","attachment":null,"posted":1709590866},{"board":"3","thread":976484,"pid":976589,"name":"Anonymous","msg":"I didn't want to make a new thread for this and this thread seems fitting so:
I want to make a 3D model of an actor. This means I got a lot of reference images BUT they are all done with different lighting, different make-up, haircut, expressions, focal point etc. so not anything Standardized like pic related.
how do I best approach this with 0 drawing and 3D modeling skills?
Does it make sense to collect a bunch of reference images from different angles and slowly sculpt while looking at the references all the time? With no art skills of any kind do you think this will actually lead to anything? If so what software would you recommend? I remember playing around with Zbrush a long time ago. Is that still good for this? I am probably getting way ahead of myself here but if I want to be able to do expressions can I add that later or does the model have to be made with it in mind?
Or should I really learn drawing first before I even attempt this? I kinda want to have a project I can work on though.","attachment":{"attachment_url":"https://i.4cdn.org/3/1709591155442877.jpg","filename":"The-Making-of-Death-Stranding-HQ-1_feature-1827286710.jpg"},"posted":1709591155},{"board":"3","thread":976484,"pid":976594,"name":"Anonymous","msg":">>976589
start with the standard zbrush blocky head that it comes with and just give it a try. you dont need to be a great 2d artist to sculpt in 3d. the best way to get good and sculpting likenesses is to sculpt likenesses. just try it dont overthink it. then take a step back and try again the next day and tackle all the flaws from day 1. you learn alot by just doing.","attachment":null,"posted":1709591586},{"board":"3","thread":976484,"pid":976647,"name":"Anonymous","msg":">>976587
>the technical skill is there but the likeness is way off. good job overall.
>the likeness is way off.
its not, lol
>>976594
>start with the standard zbrush blocky head that it comes with and just give it a try. you dont need to be a great 2d artist to sculpt in 3d. the best way to get good and sculpting likenesses is to sculpt likenesses.
actually the best way to get gud is to study anatomy","attachment":null,"posted":1709647674},{"board":"3","thread":976484,"pid":976736,"name":"Anonymous","msg":">>976589
Your best bet might be using screen captures (ideally from a single scene) rather than photos to get it all dialed in, then using the photos for detail rather than proportion.","attachment":null,"posted":1709721661},{"board":"3","thread":976484,"pid":976738,"name":"Anonymous","msg":">>976484
fastest way? 3d made from scans
next fastest? multiple photos to make a base 3d geometry you work from
next fastest? a generator you can alter properties of (probably the fastest if you are just talking about total time to make and not just time you have to sit at a computer)
next fastest would be sculpting, and this is highly dependant on how good you are at remembering underlying human anatomy and how much experience you have with art.","attachment":null,"posted":1709722582},{"board":"3","thread":976484,"pid":976760,"name":"Anonymous","msg":">>976589
>I want to make a 3D model of an actor.
>how do I best approach this with 0 drawing and 3D modeling skills?
https://www.youtube.com/watch?v=4UYF8q907Os","attachment":null,"posted":1709753766},{"board":"3","thread":976484,"pid":976765,"name":"Anonymous","msg":">>976484
by the time you achieve this, your skills will be obsolete and unimpressive","attachment":null,"posted":1709760196},{"board":"3","thread":976484,"pid":976782,"name":"Anonymous","msg":">>976589
>With no art skills of any kind do you think this will actually lead to anything?
No.
You can sculpt with zbrush with an image overlaid over the sculpt, and you can try to set up your virtual camera to match the perspective of the photo, and you can do that a bunch of times with different photos to work up to a likeness, going back and forth etc. It's a long and time consuming process for people who already have a lot of skill.
But you can get good at sculpting, just be realistic. Your first sculpt is going to be ass, and everything you make will be ass for a long time. That's just art, the difficulty curve is insane.
You should learn drawing first if you can, but it's not necessary. If you don't like drawing and can't learn to enjoy it, if having to learn to draw means you won't ever sculpt, then skip it. You need to have a passion because of said difficulty curve.
>I kinda want to have a project I can work on though.
that can help, but it can also be a waste of time that impedes progress. Better to work on lots of very small projects. With a big project that is way above your skill level, you'll probably end up "mud mixing", moving things back and forth with no clarity, making marks without thought, being unable to visualise anything or make anything "feel right". You'll be starting over a bunch, or holding on tight to a small something good you made by accident without realising that the sculpt has fundamental problems you don't know how to fix, like the bridge of the nose looks good but nothing else does.
You could easily spend a few months overworking a sculpt like that, and get an alright result by the end of it. And then the next time you sculpt it'll be the same thing.
But if you practice on lots of small things, building up understanding slowly, you'll be able to make consistent good things in a few hours instead of months.
A big project can be a good motivator, but don't get too attached.","attachment":null,"posted":1709768402},{"board":"3","thread":976484,"pid":976784,"name":"Anonymous","msg":">>976782
>But you can get good at sculpting, just be realistic.
What path should I go if I have 0 art skills right now? Like I can only draw stick men.","attachment":null,"posted":1709768642},{"board":"3","thread":976484,"pid":976791,"name":"Anonymous","msg":">>976784
if you want to improve you have to learn anatomy really really well. If you dont want to improve you wont learn anatomy","attachment":null,"posted":1709770582},{"board":"3","thread":976484,"pid":976792,"name":"Anonymous","msg":">>976791
dumb question but how exactly do you learn anatomy? you dont mean going through a medical book right?","attachment":null,"posted":1709770730},{"board":"3","thread":976484,"pid":976793,"name":"Anonymous","msg":">>976792
get greys at the tail end of your journey. Get anatomy books tailored towards artists to start","attachment":null,"posted":1709770922},{"board":"3","thread":976484,"pid":976795,"name":"Anonymous","msg":">>976782
The proko drawing basics series on youtube is probably a good place to start. It doesn't actually matter where you start too much. If you like anime then draw goku. Just draw what you're into. It's way more important to gain enthusiasm and interest right now. Art is about learning every day, and you need to know that you can learn every day and to look for opportunities to learn. They're everywhere! Get a sketchbook and start drawing all the time.
Photography is a good way to train your eye too. A phone is plenty good enough, just try to take nice interesting pictures. it helps to keep your brain in an artistic mindset.
You can open up blender and zbrush and play with it too, look up tutorials, flippednormals is good.
Get your youtube algo to just show you art tutorials and watch them for fun instead of fail compilations of whatever you might watch now.
The most important thing is don't get discouraged when you suck.
>>976792
drawing musclemen
https://anatomy4sculptors.com/
the pdfs here are really good. You can find them on rutracker
Burne Hogarth's dynamic anatomy is really good too.
There's a lot of good anatomy textbooks for artists, just make sure you accidently buy a scam book full of AI renderings. You can't use AI for reference because you can't trust it to be right, and you can't trust yourself to know when it's wrong.
>>976793
>gray's
lmao don't fall for that meme, that book is useless for artists. It's a book you have to show off your interest. It's not at all useful for reference. Pages and pages and pages of text, and half the diagrams are cross sections of nerve cells or ovaries or whatever. The stuff that could be useful to learn from is in orthographic views. I've had a copy for probably 10 years and I haven't reached for it once. There's stuff you can learn from it, sure, but it's never going to be a convenient book for artists.","attachment":null,"posted":1709773389},{"board":"3","thread":976484,"pid":976796,"name":"Anonymous","msg":">>976795
>>976784
meant to reply to this","attachment":null,"posted":1709773451},{"board":"3","thread":976484,"pid":976799,"name":"Anonymous","msg":">>976795
do not listen to this guy, he doesnt know what he is talking about. Proko is a joke, so is hogarth.","attachment":null,"posted":1709775793},{"board":"3","thread":976484,"pid":976800,"name":"Anonymous","msg":">>976799
pyw","attachment":null,"posted":1709776736},{"board":"3","thread":976484,"pid":980243,"name":"Anonymous","msg":"You need to become a Hustlers University scholar","attachment":null,"posted":1712852250}]}
{"title":null,"posts":[{"board":"3","thread":977313,"pid":977313,"name":"Anonymous","msg":"/wip/ - Works In Progress - Impostor Collage Anon Edition
Hey degenerates OP here, I made this here collage to honor the OG. All hail collage-kun, he's the best of us.
Anyway post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.
Previous thread: >>972982
List of free resources: https://pastebin.com/cZLVnNtB (embed)
/3/ Discord: https://discord.gg/gbYCEBPuK2","attachment":{"attachment_url":"https://i.4cdn.org/3/1710157337082540.png","filename":"3 hobbit hole 11 03 2024.png"},"posted":1710157337},{"board":"3","thread":977313,"pid":977315,"name":"Anonymous","msg":"Good work as always
I love you /3/","attachment":null,"posted":1710161120},{"board":"3","thread":977313,"pid":977321,"name":"Anonymous","msg":"I did a boar guy some time ago. Didn't like it, so I redid it","attachment":{"attachment_url":"https://i.4cdn.org/3/1710163498288469.png","filename":"boar boys.png"},"posted":1710163498},{"board":"3","thread":977313,"pid":977327,"name":"Anonymous","msg":">>977313
Soulful collage.","attachment":null,"posted":1710173740},{"board":"3","thread":977313,"pid":977347,"name":"Anonymous","msg":">>977313
I'm honored anon, thanks for picking up the torch. Looks great.
If you want, I've got the PSD file I used to make mine. Dunno if it'll help, but I figured it's the least I could do.
https://files.catbox.moe/oonx9c.psd
It's got everything separated out into layers (like the fences, ferns, rocks, etc.) to make it easier to put things around the scene and behind stuff. I had also extended the sky bit so I had a bit more room to work with.
All the layers are locked to keep myself from selecting and moving them when I would put stuff into them, and I'd mostly just plop the layers with stuff on them in between them. There's also a smart layer with the "env board" that I'd put environmental renders and stuff on and use perspective warp to place it in the scene, but I like how you've put some of them into it.
Also a quick tip if you didn't know (and decide to continue), is to get real comfy with the "subject" select. That carried me for about 80% of things, last 20% was the magic want/quick select tool, and painting out by hand if neither worked.
But yeah, great job. Proud of u.","attachment":null,"posted":1710194532},{"board":"3","thread":977313,"pid":977405,"name":"Anonymous","msg":"","attachment":{"attachment_url":"https://i.4cdn.org/3/1710245596721427.gif","filename":"64.gif"},"posted":1710245596},{"board":"3","thread":977313,"pid":977408,"name":"Anonymous","msg":">>977066
I added a little bounce because I'm too retarded to know how to slow it down.
I thought there was a little bit of slow down and bounce in the video too, but like you I thought I might just have been imagining it. It's not the best quality and it cuts pretty quick so it's probably difficult to tell for sure. I don't think your average person would look into it that much though, or that's my reasoning anyway kek.
>>977147
Appreciate those clips and that webm helps too. Like I said to the other anon I did add a little bounce because that's about the limit of my knowledge with animation, but I'm not sure how noticeable it is.
I added some other shit too because I'm an idiot and just make more problems for myself, but I don't know how else to learn.
I think if I can find a way to stop the particles clipping the way they do I might be getting somewhere.
Shitty lighting aside this is an improvement right? R-right?","attachment":{"attachment_url":"https://i.4cdn.org/3/1710247564463285.webm","filename":"Test.webm"},"posted":1710247564},{"board":"3","thread":977313,"pid":977437,"name":"Anonymous","msg":">>977405
lol","attachment":null,"posted":1710267216},{"board":"3","thread":977313,"pid":977450,"name":"Anonymous","msg":">>977405
I like this, but there is no secondary movement (jiggle, dynamics, etc)","attachment":null,"posted":1710274685},{"board":"3","thread":977313,"pid":977451,"name":"Anonymous","msg":">>977405
That could be improved a lot if you gave her REALLY huge saggy and floppy tits that squirt milk everywhere. Like if they sagged down to her knees and were shaped like footballs and were partially unaffected by gravity. That's not even like a sexual thing, I just think that would add a lot of aesthetic value probably maybe.","attachment":null,"posted":1710275319},{"board":"3","thread":977313,"pid":977462,"name":"Anonymous","msg":">>977405
I think her head would tilt down considerably at the lowest point. Even if she was trying to look up while jumping.","attachment":null,"posted":1710280631},{"board":"3","thread":977313,"pid":977464,"name":"Anonymous","msg":">>977451
whats the best go to effect for milk spraying? what's going to look the most like a thin liquid squirting? metaballs look too gooey. Even if you turn up the right setting it still will always look like a thin goo. Milk is thin like water. It mists.","attachment":null,"posted":1710281138},{"board":"3","thread":977313,"pid":977469,"name":"Anonymous","msg":">>977313
i can't believe I made it in the collage. legendary thread.","attachment":null,"posted":1710283168},{"board":"3","thread":977313,"pid":977484,"name":"Anonymous","msg":"I'm working on this character. I'm up to the hands now and once I tweak them I will subdivide the model and work on finer details.
Something related to that. I followed a tutorial to make the hands and in it he shades smooth the model(but I did not because I want to still be able to see the topography of my model). What is the point of shade smooth? Is it just to make it look better while you are working on it?","attachment":{"attachment_url":"https://i.4cdn.org/3/1710293360283326.png","filename":"Screenshot 2024-03-13 014908.png"},"posted":1710293360},{"board":"3","thread":977313,"pid":977523,"name":"Anonymous","msg":">>977405
This has SOVL
Anyway am I GMI","attachment":{"attachment_url":"https://i.4cdn.org/3/1710324556164935.jpg","filename":"C4406A07-8DB0-477A-8113-912325E7A003.jpg"},"posted":1710324556},{"board":"3","thread":977313,"pid":977537,"name":"Anonymous","msg":">>977484
>What is the point of shade smooth?
It directly modifies the vertex normals of the model. Technically there are as many real vertices per logical vertex as there are triangles connected to it, so a logical vertex can have one normal per face corner. When an object is shaded flat, all vertex normals point to the direction orthogonal to the real vertice's face corner's face's tangent, and when an object is shaded smooth all the normals of a logical vertex are averaged together so that they point in the same direction.
You can view normals if you turn on their overlay rendering from the edit mode's overlay options.","attachment":null,"posted":1710337547},{"board":"3","thread":977313,"pid":977551,"name":"Anonymous","msg":"","attachment":{"attachment_url":"https://i.4cdn.org/3/1710352577996243.jpg","filename":"02.jpg"},"posted":1710352577},{"board":"3","thread":977313,"pid":977661,"name":"Anonymous","msg":"topology exercise","attachment":{"attachment_url":"https://i.4cdn.org/3/1710421173616690.jpg","filename":"101746.jpg"},"posted":1710421173},{"board":"3","thread":977313,"pid":977697,"name":"Anonymous","msg":">>977661
maybe one more loop around the eyes and bridge of the nose like a "bandit's mask"","attachment":null,"posted":1710452922},{"board":"3","thread":977313,"pid":977703,"name":"Anonymous","msg":">>977661
Nice retopology, eyes definitely need more edge loops to be usable","attachment":null,"posted":1710454757},{"board":"3","thread":977313,"pid":977717,"name":"Anonymous","msg":">>977313
Cow grill.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710467510595809.png","filename":"cow girl.png"},"posted":1710467510},{"board":"3","thread":977313,"pid":977721,"name":"Anonymous","msg":">first attempt poly modeling a face
>first attempt at anime shit
how bad is it lads? I dread the moment I have to do the mouth and nose.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710470285205820.png","filename":"animu.png"},"posted":1710470285},{"board":"3","thread":977313,"pid":977736,"name":"Anonymous","msg":">>977313
Basically I'm being a retard and decided to use blender as a way to generate prerendered backgrounds for my dungeon crawler game to make it sort of fake 3D like dem good ol gams
Issue is that I have to basically hide all objects that are not relevant to the specific wall I want, and I gotta do this for every single wall individually along with the corresponding pillar. the pain of all of this is having to manually give properties to each COLLECTION OF WALLS AND PILLARS
so I can pair them with the corresponding pillar since there are walls that share pillars but no wall has it's own personal pillar. Rn I've got 32 collections of walls, each with 2 custom properties of each pillar that is connected to, of which are 18 total with 1 custom attribute...
Why does tedious work make the human being want to kill itself?","attachment":{"attachment_url":"https://i.4cdn.org/3/1710478222109428.png","filename":"Wallfront2.png"},"posted":1710478222},{"board":"3","thread":977313,"pid":977745,"name":"Anonymous","msg":"Been working on some buildings for an animation (and general purpose use in the future).
I'm planning on having 3 different sizes based on their footprint, small/med/large. Webm is currently the medium sized ones. I'm trying to aim for something cyberpunky, but still somewhat generic enough to reuse for projects that aren't that theme. The medium buildings are gonna be the more generic ones, with the large sized ones being more heavily influenced.
I mention in another thread how I was gonna use them with random bases and tops to make random buildings, but I kinda decided against that now, since the whole building would have to be pretty generic to fit all the different parts.
That being said, I'm considering maybe doing a few variations of tops/bottoms for each building that'll just fit THAT building, which should hopefully bring back a little bit of randomness.
Hopefully the combination of random materials/colors, random heights, random advertisments/logos, randomly placed access ways/bridges, and random tops/bottoms should make it seem like the same buildings aren't copy pasted a hundred times to make up a city.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710486602417091.webm","filename":"Bill Dings.webm"},"posted":1710486602},{"board":"3","thread":977313,"pid":977770,"name":"Anonymous","msg":"She's taking quite a bit more time to make than I expected. I guess I failed to make the model lowpoly again, all those topology details are so tempting. If I proceed with the game I'm planning, just 3d assets will take several months.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710522003661868.png","filename":"8i1aNUn.png"},"posted":1710522003},{"board":"3","thread":977313,"pid":977776,"name":"Anonymous","msg":">>977721
meh","attachment":{"attachment_url":"https://i.4cdn.org/3/1710523393095375.png","filename":"animu3.png"},"posted":1710523393},{"board":"3","thread":977313,"pid":977780,"name":"Anonymous","msg":"","attachment":{"attachment_url":"https://i.4cdn.org/3/1710525368244084.gif","filename":"564.gif"},"posted":1710525368},{"board":"3","thread":977313,"pid":977782,"name":"Anonymous","msg":">>977776
They all kinda look the same","attachment":null,"posted":1710528131},{"board":"3","thread":977313,"pid":977787,"name":"Anonymous","msg":">>977780
god damn you are progressing so quickly. Are you AI assisted?","attachment":null,"posted":1710532364},{"board":"3","thread":977313,"pid":977788,"name":"Anonymous","msg":">>977408
the nazi headquarters reported, that, seeing the reflection of the swastikas on the can is a must","attachment":null,"posted":1710532387},{"board":"3","thread":977313,"pid":977789,"name":"Anonymous","msg":">>977745
impressive, very nice","attachment":null,"posted":1710532497},{"board":"3","thread":977313,"pid":977792,"name":"Anonymous","msg":">>977789
Thanks. They still got a good bit of work to go, but I'm trying to not spend a shitload of time on each.
Now let's see Paul Allen's buildings.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710535351733325.jpg","filename":"Impressive.jpg"},"posted":1710535351},{"board":"3","thread":977313,"pid":977797,"name":"Anonymous","msg":">>977717
Nice","attachment":null,"posted":1710537804},{"board":"3","thread":977313,"pid":977804,"name":"Anonymous","msg":">>977347
No thank YOU bro, your collages gave these threads that spice that no other creative hobby board seems to have. Cramming other artists' works into one collage? Brilliant, how did no one else think of that.
Thanks for the tip on the Subject Select, unfortunately though I'm using Photoshop Elements 10, which doesn't have that feature.
I might make more collages, but it's more likely I won't. After all, scarcity makes something more sought after, no? People won't give it for granted and will appreciate it more when the occasional collage does pop up, a treat rather than a common good. That's my view anyway, someone else might disagree and make a collage for the next thread, who knows
>>977745
Nice buildings. You're using simple Materials, without image textures right? Which makes sense, people wouldn't be able to make out smaller details such as cracks on building surfaces since they'd be so far away anyway. That's very interesting, I intend to make buildings too. Good building designs, good proportions
>>977770
Don't worry about going higher on the polys, modern hardware can handle a few extra faces, the most important thing is that you do have the "optimization mentality" so you'll keep the polycount low in general, if a few assets go a bit higher it's no big deal.
Also as a wannabe gamedev myself I highly recommend teaming up with a coder / engine expert, making art is already enough time and energy consuming, in my brief experience handling code on top of everything else is just pure overload. Art AND code fags are truly gods among men","attachment":null,"posted":1710543415},{"board":"3","thread":977313,"pid":977826,"name":"Anonymous","msg":">>977804
>You're using simple Materials, without image textures right?
Nah I'll be using materials and stuff, just hadn't gotten to those just yet.
Small details obviously won't show up on the scale of a building, but you can pretty easily get some color variation and stuff in there and some macro details.
I'll just have a few different generic material slots that are shared for every building. One for the main body, 1 or 2 for an "accessory" color, one for windows, one for lights/neon, and another for elevators (seen in >>977798 ). There might be a few other slots on select buildings, though.
I'm sort of taking a page out of the "Ultimate trim" workflow used in Sunset Overdrive, where the textures are all laid out the same way and they can be easily swapped to make different variations (pic related). I won't actually be using trimsheets right now, since this is part of a project with a deadline and I don't have the time to make a bunch of those, but I'll probably set something like that up in the future for this set.
>Good building designs, good proportions
I kinda just loosely based them off of buildings in CP2077. I just no-clipped flied around and took screenshots of interesting buildings. They're not exact replicas, but having images on hand of buildings and different floor layouts is pretty handy to not get a creative block when trying to come up with shit. As for proportions, it helps to have a good baseline of how tall buildings are IRL, so I have a few models of those in the project to compare with. I also kept floor height between 14-20feet. Keeping things consistient is a good way to make the scale seem realistic I think.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710554333443739.jpg","filename":"SOUT.jpg"},"posted":1710554333},{"board":"3","thread":977313,"pid":977829,"name":"Anonymous","msg":"I'm not happy with the hair or the eyes, but that requires complicated texturing and materials to fix and I don't have the energy to work on that now. I think I'll try to animate the character and come back to those things later.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710567135642781.png","filename":"Character Render 001.png"},"posted":1710567135},{"board":"3","thread":977313,"pid":977842,"name":"Anonymous","msg":">>977787
I still don't really even know many basic things but I'm trying to learn lol
No AI used in this. Or what do you mean by assisted?","attachment":null,"posted":1710581349},{"board":"3","thread":977313,"pid":977846,"name":"Anonymous","msg":">>977829
You might also want to redo the hips. It kind of looks like her femur has completely detached from the hip bone and been pulled a good 20 cm away from it.","attachment":null,"posted":1710588422},{"board":"3","thread":977313,"pid":977887,"name":"Anonymous","msg":">>977782
yeah
easier than sculpting though, im dogshit at that","attachment":{"attachment_url":"https://i.4cdn.org/3/1710610072816695.png","filename":"animu4.png"},"posted":1710610072},{"board":"3","thread":977313,"pid":977932,"name":"Anonymous","msg":">>977887
it looks off. does it look off? why does it look off? the arm openings are definitely too small i think. are they? idk what I'm doing.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710647564612175.png","filename":"animu5.png"},"posted":1710647564},{"board":"3","thread":977313,"pid":977946,"name":"Anonymous","msg":">>977932
it looks off because anime girls look like freakish aliens without hair
Plus you've got the camera super close to her face makign a weird effect
plus it's default gray shading. you'll need a special shader and lighting to make this mesh look right.
You're just "flying blind" using your imagination until you get to the stage you can do that stuff. Just how it is.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710654906979845.png","filename":"asdf.png"},"posted":1710654906},{"board":"3","thread":977313,"pid":977950,"name":"Anonymous","msg":">>977745
Been working on "converting" an F40 into a "flying" model to go with the scene with the buildings.
Here's a little turnaround.
https://files.catbox.moe/bl2via.mp4
It's early stages, and I'm not too crazy about how the "jet tires" are looking. I wanted them to kinda look like bulky and boxy bolt-on components, but they're not really looking quite there yet. Granted it's an early stage for them and I'm not finished modelling them. I plan on adding a bunch of wires, tubes and other shit to it, so maybe that'll make it look more cohesive. Willing to hear any ideas or suggestions for the jet tires if you got any.
I had fun turning the rear spoiler into a lifting wing with ailerons though. Not that it'd realistically do any lifting, probably would work alright for stabilizing though.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710656675369699.jpg","filename":"F40.jpg"},"posted":1710656675},{"board":"3","thread":977313,"pid":977957,"name":"Anonymous","msg":"","attachment":{"attachment_url":"https://i.4cdn.org/3/1710658000589407.png","filename":"warriorBod.png"},"posted":1710658000},{"board":"3","thread":977313,"pid":977994,"name":"Anonymous","msg":">>977321
Gave mah boar nigga some clothes. I also fully rigged him. Weight painting is too complicated for my little peabrain to understand, it always takes me ages to do simple shit like rigging my characters' jaw and neck. Oof.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710693001645828.png","filename":"boar guy clothes.png"},"posted":1710693001},{"board":"3","thread":977313,"pid":977996,"name":"Anonymous","msg":">>977717
Und das heißt Erika.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710696459119333.png","filename":"erika.png"},"posted":1710696459},{"board":"3","thread":977313,"pid":977997,"name":"Anonymous","msg":">>977996
Outrageously based","attachment":null,"posted":1710696882},{"board":"3","thread":977313,"pid":978000,"name":"Anonymous","msg":"I hate this","attachment":{"attachment_url":"https://i.4cdn.org/3/1710700753315120.jpg","filename":"1.jpg"},"posted":1710700753},{"board":"3","thread":977313,"pid":978002,"name":"Anonymous","msg":">>977996
I hate it but it's very good","attachment":null,"posted":1710708011},{"board":"3","thread":977313,"pid":978009,"name":"Anonymous","msg":">>978000
Snow ain't bad 2bh, weirdly good.","attachment":null,"posted":1710713224},{"board":"3","thread":977313,"pid":978012,"name":"Anonymous","msg":">>977996
Ladies and gentlemen, /pol/'s new mascotte, Lolika","attachment":null,"posted":1710714264},{"board":"3","thread":977313,"pid":978014,"name":"Anonymous","msg":">>977996
the subtle arbeit macht frei is a nice touch kek
you're still a degenerate though :)","attachment":null,"posted":1710716230},{"board":"3","thread":977313,"pid":978016,"name":"Anonymous","msg":">>977946
yeah you're right wtf that looks way better.
>flying blind
that annoys me but I guess i just gotta deal with it. have only done inanimate objects up until now so I guess having a definitive idea of what something should/would look like was something I took for granted a bit. but i guess i'm not challenging and improving myself if I'm not uncomfortable in some way along the way","attachment":{"attachment_url":"https://i.4cdn.org/3/1710719660422220.png","filename":"animu6.png"},"posted":1710719660},{"board":"3","thread":977313,"pid":978017,"name":"Anonymous","msg":">>977313
lmao didn't expect my big shrimp animal to be on there! Anyway, good morning. I am modelling this train a bit.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710720622319052.png","filename":"file.png"},"posted":1710720622},{"board":"3","thread":977313,"pid":978018,"name":"Anonymous","msg":">>977996
>>977717
uuoohh very erotic however I just don't like these sort of faces. Kind of uncanny.","attachment":null,"posted":1710720701},{"board":"3","thread":977313,"pid":978022,"name":"Anonymous","msg":"After 20 hours of tutorials i finally spent 1 hour making the least creative thing possible.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710723037366570.jpg","filename":"render2.jpg"},"posted":1710723037},{"board":"3","thread":977313,"pid":978035,"name":"Anonymous","msg":">>977661
character design wise: her ears are set too high.","attachment":null,"posted":1710729622},{"board":"3","thread":977313,"pid":978048,"name":"Anonymous","msg":">>978035
maybe","attachment":{"attachment_url":"https://i.4cdn.org/3/1710753615327672.jpg","filename":"101746.jpg"},"posted":1710753615},{"board":"3","thread":977313,"pid":978051,"name":"Anonymous","msg":"i could be your father because i had lots of intercourse with your mom","attachment":{"attachment_url":"https://i.4cdn.org/3/1710757667134119.jpg","filename":"box.jpg"},"posted":1710757667},{"board":"3","thread":977313,"pid":978052,"name":"Anonymous","msg":">>978051
learn anatomy","attachment":null,"posted":1710758130},{"board":"3","thread":977313,"pid":978056,"name":"Anonymous","msg":">>978051
based
>>978052
not based","attachment":null,"posted":1710769850},{"board":"3","thread":977313,"pid":978065,"name":"Anonymous","msg":"","attachment":{"attachment_url":"https://i.4cdn.org/3/1710775552732453.gif","filename":"235.gif"},"posted":1710775552},{"board":"3","thread":977313,"pid":978067,"name":"Anonymous","msg":">>978022
make an inflatable cock","attachment":null,"posted":1710776564},{"board":"3","thread":977313,"pid":978068,"name":"Anonymous","msg":"i gave a little more of your mom into it","attachment":{"attachment_url":"https://i.4cdn.org/3/1710776968926897.jpg","filename":"box.jpg"},"posted":1710776968},{"board":"3","thread":977313,"pid":978069,"name":"Anonymous","msg":">>978051
Nice
>>978068
Too fat, I like my sluts slim","attachment":null,"posted":1710777145},{"board":"3","thread":977313,"pid":978079,"name":"Anonymous","msg":">>977994
Doing some tex work
>>978048
I KNEW IT
I didn't want to ask when I first saw your WIP because I didn't want to make it seem like I was accusing you of plagiarism or shit like that, but turns out your work really was a fanart of Jak & Daxter. With some artistic liberties it seems? The hairstyle is different, more reminiscent of Ashlin's instead of Kira's. What's this model for mah nig? You aren't making porn of her are you? Not that I'd diss you for it. Regardless, good work so far, J&D is one of my favourite series, Jak 2 is the GOAT (you're talking to a different anon btw than the one you answered to)","attachment":{"attachment_url":"https://i.4cdn.org/3/1710781952929416.png","filename":"boar nigga texture wip.png"},"posted":1710781952},{"board":"3","thread":977313,"pid":978110,"name":"Anonymous","msg":"I have a tendancy to make very blocky hands with really thick fingers that look weird on girl characters. So I've gone very far out of my way to make the fingers slim.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710804532745221.png","filename":"hands.png"},"posted":1710804532},{"board":"3","thread":977313,"pid":978115,"name":"Anonymous","msg":">>978016
it's gotten worse?","attachment":{"attachment_url":"https://i.4cdn.org/3/1710808025525554.png","filename":"animu7.png"},"posted":1710808025},{"board":"3","thread":977313,"pid":978116,"name":"Anonymous","msg":">>978079
this seems like a cool nigga. whats his story","attachment":null,"posted":1710808099},{"board":"3","thread":977313,"pid":978117,"name":"Anonymous","msg":">>978115
Titty topo's terribly touchy.
I like to have an extra edgeloop between the breasts on each side. It comes in handy for the crotch and buttocks too.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710808349972930.png","filename":"sai_2024-03-18_17-31-39.png"},"posted":1710808349},{"board":"3","thread":977313,"pid":978118,"name":"Anonymous","msg":">>978116
He's a crude dude with a rude tude who doesn't follow the rules except his personal code which he threw away that day they betrayed him and now he has to find out what it takes to go all the way.","attachment":null,"posted":1710808411},{"board":"3","thread":977313,"pid":978119,"name":"Anonymous","msg":">>978117
your advice is sound and also made me notice the blatant fucking ngons around her tummy. why am i a retard. thanks anon","attachment":null,"posted":1710809182},{"board":"3","thread":977313,"pid":978121,"name":"Anonymous","msg":"I managed to rig retopo and rig a goblin girl.
I'm learning.
Anyone have any resources on curve hair? I want to try that next.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710810419892921.png","filename":"RiggedGoblin.png"},"posted":1710810419},{"board":"3","thread":977313,"pid":978126,"name":"Anonymous","msg":">>978121","attachment":{"attachment_url":"https://i.4cdn.org/3/1710811656456456.png","filename":"goblinhair.png"},"posted":1710811656},{"board":"3","thread":977313,"pid":978127,"name":"Anonymous","msg":">>978126
fun ideas, the goal is to make a "kit" for 3d printing so I'll need to do probably 10 or so different hair styles","attachment":null,"posted":1710811722},{"board":"3","thread":977313,"pid":978143,"name":"Anonymous","msg":">>977745
Some more work on the buildings, they're coming along nicely. I think all up I've got about 15 buildings in the "medium" category, which isn't too bad. That group will comprise most of the "filler" of the city, so I wanna make sure there's quite a few. The small category will probably have a similar amount to encompass the more street height buildings, but the large category will probably only have a handful since they're pretty much going to be "weenies" (special architecture meant to grab attention).
I'm starting to figure out how I want to lay out materials as well. Currently, I have a bunch of material slots for different color stuff like accents and neon colors. With the buildings being able to decide whether or not to turn the neon on, and what color to use, and the accents just choosing random colors. I think I'll set up a little atlas instead to have those built into the main building texture instead, so that when the neon isn't chosen for a building it defaults to the regular building material, and the same for the accent color.
This also means I can just use UVs to assign dedicated areas for accents and neon, that like I said before, will just be the regular material if the building doesn't use them.
I haven't started on the tops/bottoms yet, but I've also laid out my plans for those as well.
I think for each building, I'll have 3-4 different top shapes, and in those shapes I'll have different modules to kinda slot into the roof. So for example, you could have a roof module that's like AC units and stuff, another that adds a little park on top of the building, a penthouse, and then maybe a spire or whatever where it comes to a point with a big ass antenna.
That ought to add a fuckload of variety.
But yeah. Pic related is where I'm at currently.
I had a go at using the "Random Per Island" option to give the windows random values/colors, but for some reason it's not working on a few buildings. No clue why it works on some and not others.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710826621582394.jpg","filename":"City.jpg"},"posted":1710826621},{"board":"3","thread":977313,"pid":978145,"name":"Anonymous","msg":">>978143
Chiming in to say that I fixed the issue with the "random per island" thing not working for some buildings.
To me, "per island" means "UV island", however that's not the case. It's "mesh island" whatever the fuck that is. They're all contiguous meshes.
Long story short, the ones that did work had auto-smooth on, while the ones that didn't work, didn't. I guess something about auto-smooth fucking with the normals separates them into mesh islands? I've got no fucking clue. Anyway, it's working now.","attachment":null,"posted":1710827557},{"board":"3","thread":977313,"pid":978154,"name":"Anonymous","msg":">>978116
Thanks man, he's supposed to be a generic enemy NPC for my wannabe game, but I kinda like how he turned out and am lowkey thinking of making him an unique with backstory and everything.
My main character on the other hand, Monroe, does have a vague backstory that will be revealed as the game progresses. He has no memories of his past, as he was rendered partially amnesiac after he was captured and brutally beaten by a gang of raiders. Though his memories have left him, his instincts have not, awoken within the bowels of the grimy metro station his captors call their home he has only one goal: make his way out.
I know the amnesia trope is often found in media, but I think it's a very nice plot device as it gives a character a sense of mystery, plus the audience discovers the character at the same time as himself which I find to be a cool way to involve the viewer","attachment":{"attachment_url":"https://i.4cdn.org/3/1710842461496798.png","filename":"BREATHE THE PRESSURE.png"},"posted":1710842461},{"board":"3","thread":977313,"pid":978174,"name":"Anonymous","msg":">>978022
Made another little thing","attachment":{"attachment_url":"https://i.4cdn.org/3/1710851619195876.webm","filename":"output.webm"},"posted":1710851619},{"board":"3","thread":977313,"pid":978195,"name":"Anonymous","msg":">>978022
>>978174
Higher resolution of the same thing, looks more interesting now with more particles.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710866209281706.jpg","filename":"abstract space.jpg"},"posted":1710866209},{"board":"3","thread":977313,"pid":978209,"name":"Anonymous","msg":">>978174
>>978195
Neato.
This Houdini I'm guessing? Crazy how everyone here recommends it, but after years I've yet to actually see anyone use it and post anything.","attachment":null,"posted":1710879331},{"board":"3","thread":977313,"pid":978212,"name":"Anonymous","msg":">>978209
nah, looks like geometry nodes","attachment":null,"posted":1710880253},{"board":"3","thread":977313,"pid":978230,"name":"Anonymous","msg":">>978115
tired, will finish hand tomorrow
the more i do this style of modeling the more i like it. I hear maya is also really good at this sort of thing, is that true? Might want to give it a whirl.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710901301146748.png","filename":"animu8.png"},"posted":1710901301},{"board":"3","thread":977313,"pid":978243,"name":"Anonymous","msg":">>978143
So I've begun working on the general building material so that each building only really needs a material for the windows, elevators, and main body. The main body material handling the accent colors and neon.
I've got a few vertex color channels that handle where the accents go, whether it's color A or color B, and the same for the neon.
After that, I've made a texture with a rainbow spectrum, and offset the UVs of the accent/neons horizontally to give them random colors. For color A anyway.
For color B, it's the same thing, but I have it choose between a few different spectrum textures than the base one, but the textures themselves are offset compared to the base texture to give a spectrum that makes complementary colors, analogous colors, and triadic colors.
So since all of the UVs are in the same place for color A and B, and are offset by the same amount, because I'm just swapping the spectrum textures for color B, the colors will always match in a pleasing way. The saturation and brightness of those are also randomized, and finally the "decision" to use the colors, use the neons, or both is also randomized (though I've turned the probability it uses them up for the webm).
I won't have the probability too high for the accent colors in the final, since I don't want a gay pride city, but in the case that a building does roll accents, they won't be random color vomit and instead look like it's an intended color scheme.
Also, slight bonus, I found an interior mapping material for the window that actually works without any issues. It's called "wParallax" if someone's interested. The material is free, but the textures aren't. It comes with a few examples though.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710918955143356.webm","filename":"Accent Colors.webm"},"posted":1710918955},{"board":"3","thread":977313,"pid":978244,"name":"Anonymous","msg":">>978243
Here's the spectrum textures just in case none of that made sense. Each strip is its own texture. UVs are scaled to 0 and just placed at the left most edge. Then I randomly offset them horizontally to pick a color. Color A just picks from the top band, while color B picks from one of the bottom 3 bands randomly. Since the UVs for color A and B are in the same spot and offset by the same amount, you get colors that go together no matter what.
Hopefully that makes a bit more sense than before.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710919547134884.jpg","filename":"Spectrums.jpg"},"posted":1710919547},{"board":"3","thread":977313,"pid":978286,"name":"Anonymous","msg":">>978195
Trying out a growth thing.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710974333390801.webm","filename":"output.webm"},"posted":1710974333},{"board":"3","thread":977313,"pid":978287,"name":"Anonymous","msg":">>978209
>>978212
Houdini
>>978286","attachment":{"attachment_url":"https://i.4cdn.org/3/1710974428204488.jpg","filename":"growth.jpg"},"posted":1710974428},{"board":"3","thread":977313,"pid":978295,"name":"Anonymous","msg":">>978230
good enough for me. footy next.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710981440333723.png","filename":"animu9.png"},"posted":1710981440},{"board":"3","thread":977313,"pid":978337,"name":"Anonymous","msg":">>978287
todays render","attachment":{"attachment_url":"https://i.4cdn.org/3/1711041521464564.jpg","filename":"rndr2.jpg"},"posted":1711041521},{"board":"3","thread":977313,"pid":978362,"name":"Anonymous","msg":">>978337
made another one with the same technique","attachment":{"attachment_url":"https://i.4cdn.org/3/1711060955100318.jpg","filename":"rndr5.jpg"},"posted":1711060955},{"board":"3","thread":977313,"pid":978364,"name":"Anonymous","msg":">>978362","attachment":{"attachment_url":"https://i.4cdn.org/3/1711061022242381.jpg","filename":"rndr4.jpg"},"posted":1711061022},{"board":"3","thread":977313,"pid":978365,"name":"Anonymous","msg":">>978017
Friend told me to paint it like a sea shell. I'm not sure how to go about it.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711065199533926.png","filename":"file.png"},"posted":1711065199},{"board":"3","thread":977313,"pid":978366,"name":"Anonymous","msg":">>978295","attachment":{"attachment_url":"https://i.4cdn.org/3/1711067899753936.png","filename":"animu10.png"},"posted":1711067899},{"board":"3","thread":977313,"pid":978379,"name":"Anonymous","msg":">>977313
I tried to modify the bones for the abs to help with the thighs, but they became bones for pregnancy instead.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711093265453676.png","filename":"no mistakes only happy accidents.png"},"posted":1711093265},{"board":"3","thread":977313,"pid":978414,"name":"Anonymous","msg":">>978362
wrote a point cloud filter algorithm. It is like 30% faster and gives better results than the standard one in Houdini.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711114583995377.png","filename":"filter.png"},"posted":1711114583},{"board":"3","thread":977313,"pid":978416,"name":"Anonymous","msg":">>978414
>>978364
fukken megamind, teach me you're secrets","attachment":null,"posted":1711115570},{"board":"3","thread":977313,"pid":978420,"name":"Anonymous","msg":"Working on this post-apocalyptic weapon thing","attachment":{"attachment_url":"https://i.4cdn.org/3/1711117833390475.png","filename":"image.png"},"posted":1711117833},{"board":"3","thread":977313,"pid":978430,"name":"the chair nerd","msg":">>978420
I love the design * chef's kiss","attachment":null,"posted":1711122426},{"board":"3","thread":977313,"pid":978445,"name":"Anonymous","msg":">>978420
gorka morka","attachment":null,"posted":1711142506},{"board":"3","thread":977313,"pid":978448,"name":"Anonymous","msg":">>978420
Crits when it hits the funnybone or shins.","attachment":null,"posted":1711143944},{"board":"3","thread":977313,"pid":978453,"name":"Anonymous","msg":">>978414
Did you refer to any papers when working on it?","attachment":null,"posted":1711147278},{"board":"3","thread":977313,"pid":978454,"name":"Anonymous","msg":"Resculpting an old face","attachment":{"attachment_url":"https://i.4cdn.org/3/1711148548300330.png","filename":"ZBrush_2024-03-22_16-00-29.png"},"posted":1711148548},{"board":"3","thread":977313,"pid":978455,"name":"Anonymous","msg":">>978454
hair is a placeholder just so I could see the face objectively.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711148612974919.png","filename":"ZBrush_2024-03-22_16-00-51.png"},"posted":1711148612},{"board":"3","thread":977313,"pid":978457,"name":"Anonymous","msg":">>978455
last second touch ups. Now I've remeshed it and I'm gonna sculpt it the same way again to get the details back","attachment":{"attachment_url":"https://i.4cdn.org/3/1711149314864953.png","filename":"ZBrush_2024-03-22_16-12-06.png"},"posted":1711149314},{"board":"3","thread":977313,"pid":978458,"name":"Anonymous","msg":">>978457
I just compared it to an older version of the sculpt and now im not so sure which is better","attachment":{"attachment_url":"https://i.4cdn.org/3/1711150004389454.png","filename":"ZBrush_2024-03-22_16-25-49.png"},"posted":1711150004},{"board":"3","thread":977313,"pid":978459,"name":"Anonymous","msg":">>978458
New one is definitely better. Keep going fren","attachment":null,"posted":1711150364},{"board":"3","thread":977313,"pid":978463,"name":"Anonymous","msg":">>978458
You mean the one with the smaller mouth, the newer one, is better?","attachment":null,"posted":1711151041},{"board":"3","thread":977313,"pid":978464,"name":"Anonymous","msg":">>978458
The first one it's more like a bimbo, the second one looks more like a normal girl, depends what you are going for both are good","attachment":null,"posted":1711151863},{"board":"3","thread":977313,"pid":978465,"name":"Anonymous","msg":">>978464
this will be a customizeable character. So The base mesh should be nominal, but of course I want her to be beautiful.","attachment":null,"posted":1711152279},{"board":"3","thread":977313,"pid":978467,"name":"Anonymous","msg":">>978366
aight done with the base body more or less, just need to join the head. definitely could use a lot more refining but i feel like it's not completely terrible for my first attempt. mostly curious how I could improve the underboob and ass topology because those seem to be especially garbo. really liked this method and was significantly easier than my prior sculpting attempts kek. still want to gitgud at that though but idk where to even start. shit is pretty daunting, people who can just throw out a head like it's nothing is just crazy to me","attachment":{"attachment_url":"https://i.4cdn.org/3/1711155969805698.png","filename":"animu11.png"},"posted":1711155969},{"board":"3","thread":977313,"pid":978481,"name":"Anonymous","msg":"","attachment":{"attachment_url":"https://i.4cdn.org/3/1711172106300620.png","filename":"Model73.png"},"posted":1711172106},{"board":"3","thread":977313,"pid":978484,"name":"Anonymous","msg":">>978465
Second option then, she has more an attractive face, I love big lips, but those look a little bit fake.","attachment":null,"posted":1711173885},{"board":"3","thread":977313,"pid":978487,"name":"Anonymous","msg":">>978481
>When you ask the clown to make you a balloon waifu instead of a dog","attachment":null,"posted":1711178096},{"board":"3","thread":977313,"pid":978489,"name":"Anonymous","msg":"ive always liked this frame, decided to recreate it in blender. will add the smoke/fog later. now i sleep","attachment":{"attachment_url":"https://i.4cdn.org/3/1711180556627417.png","filename":"191917.png"},"posted":1711180556},{"board":"3","thread":977313,"pid":978528,"name":"Anonymous","msg":">>978420
This looks like what a meth addict would craft in his basement. Which is cool","attachment":null,"posted":1711204147},{"board":"3","thread":977313,"pid":978540,"name":"Anonymous","msg":">>978489
finally done :)","attachment":{"attachment_url":"https://i.4cdn.org/3/1711208974762240.png","filename":"1917final.png"},"posted":1711208974},{"board":"3","thread":977313,"pid":978550,"name":"Anonymous","msg":"This is a shot in the dark because I have hunch that there's no solution, but I'm making this character with a somewhat tight fitting metal vest here, and I've no idea how to rig it. Particularly around the abdomen area. I mean it logically shouldn't really be deforming, but I can't make it not clip if I don't make it like cloth, can I? So do I just skin it like normal clothing and simply avoid touching the abdomen when animating? I can't really make it less tight fitting either because it'd be off reference.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711227177946729.png","filename":"shanoa.png"},"posted":1711227177},{"board":"3","thread":977313,"pid":978551,"name":"Anonymous","msg":">>978550
it makes no sense to have a metal vest and the legs and arms and head unarmored","attachment":null,"posted":1711228924},{"board":"3","thread":977313,"pid":978552,"name":"Anonymous","msg":">>978551
I guess, but I didn't make the character. It's Shanoa from Castlevania OOE. She's a witch thingie and can momentarily conjure all sorts of weaponry and shields at will, so lore wise I guess she'd compensate for it using magic. If it makes you feel any better you do equip helmets and stuff ingame, not that it reflects on the sprite.","attachment":null,"posted":1711229681},{"board":"3","thread":977313,"pid":978554,"name":"Anonymous","msg":">>978550
What's exactly the problem? If the breastplate is not supposed to deform, just give it its own bone. If the body or clothes clip through the breastplate, either mask them away, deform them accordingly, or adjust the position of the breastplate.","attachment":null,"posted":1711230661},{"board":"3","thread":977313,"pid":978555,"name":"Anonymous","msg":">>978481
is this achievable natty?","attachment":null,"posted":1711230830},{"board":"3","thread":977313,"pid":978556,"name":"Anonymous","msg":">>978554
It's the body clipping through it. I'm making this as an MMD model so I want it to be compatible with pre-existing animations in that software. I can't really mask anything away because it looks like this from the back/side. I can't move the plate because it'd be off reference. I can't even rely on not bending the back because most animations have that. I guess treating it like cloth is the only option.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711231393107423.png","filename":"shanoa_back.png"},"posted":1711231393},{"board":"3","thread":977313,"pid":978557,"name":"Anonymous","msg":">>978555
Think synthol, orange polycoat and braindamage is the only way you can ever obtain such a physique.
You're technically not on any performance enhancers tho so if that's natty or not u decide.","attachment":null,"posted":1711231919},{"board":"3","thread":977313,"pid":978558,"name":"Anonymous","msg":">>978557
How many scoops?","attachment":{"attachment_url":"https://i.4cdn.org/3/1711231986796817.png","filename":"1709609646391880.png"},"posted":1711231986},{"board":"3","thread":977313,"pid":978561,"name":"Anonymous","msg":">>978467
starting hair
when I get to fixing the shading, do I have to fuck with the normals on the entire body or just the face?","attachment":{"attachment_url":"https://i.4cdn.org/3/1711236548202082.png","filename":"animu12.png"},"posted":1711236548},{"board":"3","thread":977313,"pid":978566,"name":"Anonymous","msg":">>977996
Arts and crafts.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711241020231571.png","filename":"room2.png"},"posted":1711241020},{"board":"3","thread":977313,"pid":978574,"name":"Anonymous","msg":">>978550
>>978554
The problem is the character will move weird and look silly if the whole breastplate is bound to a single bone as it logically should.
The options are to either just bind the armor mesh how would would skin and except it's weird in exchange for better looking movements. Or you design the armor to be more flexible in the first places. Overlapping plates that can each be bound to different bones so they still move like rigid metal, but the character can bend over and turn at the waist without looking like a Cardassian.","attachment":null,"posted":1711251787},{"board":"3","thread":977313,"pid":978589,"name":"Anonymous","msg":">>978566
lol silly Unalola","attachment":null,"posted":1711270070},{"board":"3","thread":977313,"pid":978590,"name":"Anonymous","msg":"A recently completed character, based on one of my players characters in my dnd campaign. His name is Dante, he's a tiefling bard.","attachment":null,"posted":1711274754},{"board":"3","thread":977313,"pid":978591,"name":"Anonymous","msg":">>978590
Fucked around with Captcha so much I forgot to post inage","attachment":{"attachment_url":"https://i.4cdn.org/3/1711274826163006.jpg","filename":"Screenshot_20240324-175049_Gallery.jpg"},"posted":1711274826},{"board":"3","thread":977313,"pid":978604,"name":"Anonymous","msg":">>978591
Please fix the line pattern on the pants, looks cool otherwise","attachment":null,"posted":1711289542},{"board":"3","thread":977313,"pid":978631,"name":"Anonymous","msg":"allah bless toon shaders for hiding the terrifyingly bad topology on this top","attachment":{"attachment_url":"https://i.4cdn.org/3/1711322097428217.png","filename":"animu13.png"},"posted":1711322097},{"board":"3","thread":977313,"pid":978634,"name":"Anonymous","msg":">>978566
The side of her torso looks disgusting.","attachment":null,"posted":1711325041},{"board":"3","thread":977313,"pid":978635,"name":"Anonymous","msg":">>978551
But it actually does, you know-it-all","attachment":{"attachment_url":"https://i.4cdn.org/3/1711325752510869.jpg","filename":"Slag_om_Grolle_2008-1_-_Een_eenheid_piekeniers_doet_exercities_bij_de_kampementen.jpg"},"posted":1711325752},{"board":"3","thread":977313,"pid":978636,"name":"Anonymous","msg":"I am trying to model the castle crashers knights. I only have the head - which is the easiest part - for now.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711327770402626.png","filename":"castle crashers.png"},"posted":1711327770},{"board":"3","thread":977313,"pid":978637,"name":"Anonymous","msg":">>978551
It sort of does, except for the head. Knights started to wear armor that was more durable, but it also made them too heavy and cumbersome. Ironically they couldn't defend themselves, became sitting ducks, and got slaughtered.
If you look at modern armor the military use you'll see that only the head and torso are really protected. The arms and legs can move freely because you don't want to be in a situation you can't flee from if fighting back is a no win situation or for you to be struggling to aim your weapon or whatever if fighting back is an option.
H*ck, even animals are sort of similar. During certain cataclysms the animals that survived were the smaller and more nimble ones who could quickly get to safety while those big iguanas got fucked.","attachment":null,"posted":1711328115},{"board":"3","thread":977313,"pid":978653,"name":"Anonymous","msg":"Modeling a human head for the first time (at least seriously).
Reference is Angelina Jolie, though it's not strictly meant to be her.
I feel like my eye lids/sockets are fucked in some way, but I'm not sure what to do about it.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711339597483136.jpg","filename":"wiphead.jpg"},"posted":1711339597},{"board":"3","thread":977313,"pid":978660,"name":"Anonymous","msg":">>978653
Find out the specs of the camera, calculate fhe fov, then match it with your view fov","attachment":null,"posted":1711350553},{"board":"3","thread":977313,"pid":978663,"name":"Anonymous","msg":">>978653
Seconding this anon >>978660 , your viewpoint has some distortion (the perspective is skewed due to your FOV being too high) that will throw off your perception and therefore the proportions of your character
>tl;dr
Decrease your viewpoint's FOV anon kun","attachment":null,"posted":1711365534},{"board":"3","thread":977313,"pid":978667,"name":"Anonymous","msg":">>978653
I'm going to join in with these anons >>978660
>>978663. I had a really handy pic, but I can't find it. It was basically just the same pic over and over again of this women's face, same distance, angle etc, but taken at different focal lengths to show how much of a difference focal length makes. Told you the focal length too which made it extra handy.
Probably would have been ideal for your situation. Think I saved it from /ic/ some years ago. I'm sure you can find it on the googles though.","attachment":null,"posted":1711372928},{"board":"3","thread":977313,"pid":978675,"name":"Anonymous","msg":">>978295
Nice hand","attachment":null,"posted":1711384175},{"board":"3","thread":977313,"pid":978676,"name":"Anonymous","msg":"This will sound a bit retarded, but is there some trick I can do for shading on beveled edges? Flat shading looks best on the faces but on the bevels they're really noticeable. With smooth shading the beveled edges look best, but the flat faces look shit.
I get the feeling if I separated them to new objects and shaded them individually it would look even worse but I don't really know what else would work.","attachment":null,"posted":1711385148},{"board":"3","thread":977313,"pid":978678,"name":"Anonymous","msg":">>978676
This kind of thing is why editing normals is often done on game assets. You tweak the goraud shading by manually setting the normal of each vertex to bend the light where you want it.
Not a retarded question as it's something important and useful that is seldomly discussed or demo'ed.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711385956912161.jpg","filename":"editNormals.jpg"},"posted":1711385956},{"board":"3","thread":977313,"pid":978679,"name":"Anonymous","msg":">>978678
Ah I see I'll see if I can find some way of doing that. Camera won't really be that close to it so it shouldn't really be a problem. Maybe even when I put the proper lighting in it won't be noticeable at all because it'll be quite a dark scene.
Yeah if I can't find a discussion or tut or anything of something I don't understand I automatically think I must be the only one who doesn't get it while it's just common sense to everyone else and I must be retarded kek.","attachment":null,"posted":1711387017},{"board":"3","thread":977313,"pid":978680,"name":"Anonymous","msg":">>978660
>>978663
>>978667
Thanks anons, I'll give it a try.","attachment":null,"posted":1711387170},{"board":"3","thread":977313,"pid":978686,"name":"Anonymous","msg":"Can anyone point me in the direction of a masking for dummies kind of video? I wanted to use a mask so those symbols, like the play button, look worn away. I've seen someone do it with a simple noise texture, but I can't find the video anymore. I would prefer it to look at least a bit used.
I also know the buttons are too big, but I couldn't avoid it and I doubt anyone would really notice.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711392677769392.jpg","filename":"VCR.jpg"},"posted":1711392677},{"board":"3","thread":977313,"pid":978690,"name":"Anonymous","msg":">>978676
Isn't this what auto smooth does?","attachment":null,"posted":1711399987},{"board":"3","thread":977313,"pid":978696,"name":"Anonymous","msg":"First full sculpt in zbrush, still working on high res details.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711407485375894.jpg","filename":"Ned_WIP.jpg"},"posted":1711407485},{"board":"3","thread":977313,"pid":978699,"name":"Anonymous","msg":">>978675
considering this was my second ever attempt at a hand, I'll take that as a big complement, thanks fren","attachment":null,"posted":1711408561},{"board":"3","thread":977313,"pid":978704,"name":"Anonymous","msg":">>978699
It’s honestly a pretty good hand for a second attempt","attachment":null,"posted":1711410922},{"board":"3","thread":977313,"pid":978707,"name":"Anonymous","msg":">>978704
i mean lets not sugarcoat things i followed a tutorial vert for vert kek","attachment":null,"posted":1711412412},{"board":"3","thread":977313,"pid":978712,"name":"Anonymous","msg":">>978707
Not seeing anything wrong with that as long as you learned something.","attachment":null,"posted":1711414822},{"board":"3","thread":977313,"pid":978719,"name":"Anonymous","msg":">>978712
i did have a "shit, you can do that?" moment on the fingernails so i guess that counts","attachment":null,"posted":1711417712},{"board":"3","thread":977313,"pid":978747,"name":"Anonymous","msg":"Some cubes with Quake textures.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711452467920267.jpg","filename":"0001.jpg"},"posted":1711452467},{"board":"3","thread":977313,"pid":978767,"name":"Anonymous","msg":">>978690
Nah the autosmooth gives it some warbly effect on the flat faces. Like shade smooth does, but not as intense. I watched a video last night and a similar thing was mentioned by chance so I'm going to try that when I get home and see if it works.
I should say that when I said smooth shading originally I meant auto smooth. Not sure why I said smooth shading instead of being more specific.","attachment":null,"posted":1711465399},{"board":"3","thread":977313,"pid":978768,"name":"Anonymous","msg":">>978676
try mesh > normals > split/merge or mesh > shading > smooth/sharp whatever","attachment":null,"posted":1711466407},{"board":"3","thread":977313,"pid":978771,"name":"Anonymous","msg":">>978768
Thanks, but they didn't help and neither did the one in the video I watched. I think my big mistake was that I didn't do enough segments so it looks really blocky if you're up close. Far enough away I think it seems fine.","attachment":null,"posted":1711469635},{"board":"3","thread":977313,"pid":978780,"name":"Anonymous","msg":">>978676
Maybe post a picture of your problem? Pic related is just a cube with bevels and smooth shading, and it looks perfectly fine to me.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711478622619306.png","filename":"test.png"},"posted":1711478622},{"board":"3","thread":977313,"pid":978796,"name":"Anonymous","msg":">>978676
weighted normals are key for low poly bevels
>>978678
max has a weighted normals modifier now, you can manage hard edges using UVs too
the new chamfer modifier also lets you make weighted normals if you mess with the settings","attachment":{"attachment_url":"https://i.4cdn.org/3/1711483369192260.png","filename":"Capture.png"},"posted":1711483369},{"board":"3","thread":977313,"pid":978824,"name":"Anonymous","msg":"shoes need a bit more work i think, but I doubt I'll ever include them in a shot so idk. overall not completely upset with how it turned out. better than my first attempt, worse than my next one. signed up for a 3d modeling course at the local college for the summer so I hope to maybe find some direction there instead of stumbling around blind lol","attachment":{"attachment_url":"https://i.4cdn.org/3/1711497909289046.png","filename":"animu14.png"},"posted":1711497909},{"board":"3","thread":977313,"pid":978825,"name":"Anonymous","msg":">>977313
doing a portrait of my dad","attachment":{"attachment_url":"https://i.4cdn.org/3/1711498266378104.jpg","filename":"portrait.jpg"},"posted":1711498266},{"board":"3","thread":977313,"pid":978860,"name":"Anonymous","msg":"Sorry for the double post","attachment":{"attachment_url":"https://i.4cdn.org/3/1711557821590087.png","filename":"bizcat.png"},"posted":1711557821},{"board":"3","thread":977313,"pid":978861,"name":"Anonymous","msg":">>978747
my brother take this
https://files.catbox.moe/dl2xei.rar
Put these into your "required" folder in your photoshop installation folder.
What this is is a janky PS action sequence which will make passable normal maps from 2d images. It's not perfect but the normals it makes are better than no normals at all. This version is a very old version from when it was free, and since then it has become a paid software.
Run this on your old quake textures and it'll enhance them 100x.","attachment":null,"posted":1711558828},{"board":"3","thread":977313,"pid":978862,"name":"Anonymous","msg":">>978861","attachment":{"attachment_url":"https://i.4cdn.org/3/1711558889812824.jpg","filename":"unnamed.jpg"},"posted":1711558889},{"board":"3","thread":977313,"pid":978863,"name":"Anonymous","msg":">>978862","attachment":{"attachment_url":"https://i.4cdn.org/3/1711559146521514.png","filename":"brickNormals.png"},"posted":1711559146},{"board":"3","thread":977313,"pid":978864,"name":"Anonymous","msg":">>978863","attachment":{"attachment_url":"https://i.4cdn.org/3/1711559411863856.png","filename":"Unity_2024-03-27_10-10-00.png"},"posted":1711559411},{"board":"3","thread":977313,"pid":978870,"name":"Anonymous","msg":"I just imported a character from Mixamo and everything seems to work okay, but for some reason he looks like he's glossy. Like he's coated in oil or something. Is this usual? Looks the same in Eevee and Cycles. I disconnected the roughness map that comes with it, but it doesn't seem to really make any difference.
Does anyone know the best solution to this?","attachment":{"attachment_url":"https://i.4cdn.org/3/1711565925304281.jpg","filename":"Slippery.jpg"},"posted":1711565925},{"board":"3","thread":977313,"pid":978871,"name":"Anonymous","msg":">>978861
It looks good but because of the way Povray/Yafray work, normal maps only appear when the object is in direct sight of a light source and they also slow down the rendering time lot because the radiosity cache is normal dependent, it prefers flat surfaces.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711567771777516.jpg","filename":"0001.jpg"},"posted":1711567771},{"board":"3","thread":977313,"pid":978873,"name":"Anonymous","msg":"See in the lower left corner? If I continue to build up the environment, most of it is going to be indirectly lit.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711570530207556.jpg","filename":"0001.jpg"},"posted":1711570530},{"board":"3","thread":977313,"pid":978877,"name":"Anonymous","msg":">>978870
Invert your roughness maps.","attachment":null,"posted":1711571855},{"board":"3","thread":977313,"pid":978879,"name":"Anonymous","msg":">>978877
Thanks cutie","attachment":null,"posted":1711572257},{"board":"3","thread":977313,"pid":978880,"name":"Anonymous","msg":">>978879
posta a pica","attachment":null,"posted":1711572615},{"board":"3","thread":977313,"pid":978911,"name":"Anonymous","msg":"he can neither perceive nor act upon the world he lives in! what a dumbass lol","attachment":{"attachment_url":"https://i.4cdn.org/3/1711592036521695.png","filename":"dumb retard lol.png"},"posted":1711592036},{"board":"3","thread":977313,"pid":978915,"name":"Anonymous","msg":">>978879
No problemo bro.
I had a similar issue in the past with characters from Fuse (something that was meant to hook into Mixamo natively). It was that shit, and the hair being all kinds of fucked up with the alpha. I'm pretty sure the Mixamo characters are still essentially Fuse characters.","attachment":null,"posted":1711597052},{"board":"3","thread":977313,"pid":978923,"name":"Anonymous","msg":"Nevermind my poor modeling skills and the fact that I'm working in Blender 2.49 doesn't help because booleans don't work, there is no inset tool, solidify is a python script, you name it. But still YafRay fascinates me in ways other renderers don't.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711611630606182.jpg","filename":"0001.jpg"},"posted":1711611630},{"board":"3","thread":977313,"pid":978944,"name":"Anonymous","msg":"","attachment":{"attachment_url":"https://i.4cdn.org/3/1711637032859589.png","filename":"Blender_progress.png"},"posted":1711637032},{"board":"3","thread":977313,"pid":978948,"name":"Anonymous","msg":">>978944
Oh hey, it's Ashe from ZXA. Pretty cool, but you really should pull the pupils (not the irises, the dots in the center of the irises) slightly towards the center of the face like in pic related so the eyes stop looking derpy.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711641403201952.png","filename":"m.png"},"posted":1711641403},{"board":"3","thread":977313,"pid":978949,"name":"Anonymous","msg":">>978915
That's the first time I've downloaded anything from Mixamo so I knew I would have a problem because nothing is ever plain sailing. It does seem pretty neat that you can upload your own characters and it can rig it for you given how tedious rigging is. I'm not sure how accurate it is, but I'd imagine only a few modifications need done on the user part.
With that issue I was having it sort of reminds me of Substance. I always forget to change to OpenGL and my maps end up inverted. I assume it's a similar thing here.","attachment":null,"posted":1711642634},{"board":"3","thread":977313,"pid":978951,"name":"Anonymous","msg":">>978948
glad to see people recognize her! And thanks for the tip","attachment":null,"posted":1711643805},{"board":"3","thread":977313,"pid":978982,"name":"Anonymous","msg":">>978944
Good work Cris, you are getting better","attachment":null,"posted":1711671353},{"board":"3","thread":977313,"pid":979067,"name":"Anonymous","msg":"As a non-artist I'm starting to suspect that the key to make good looking environments is just to layer clutter on top of other clutter... until it looks good.
>>978982
That's not authentic Cris. >>978944
is a poser at best. Clearly not AAA workflow.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711751504365382.jpg","filename":"0001.jpg"},"posted":1711751504},{"board":"3","thread":977313,"pid":979072,"name":"Anonymous","msg":">>979067
>the key to make good looking environments is just to layer clutter on top of other clutter
No, that's a part of it because things grow random and are placed sometimes in random spots, but to make good environments you need spaces of visual rest and detail, also a good point of focus for the viever.
And if it is a videogame a way to show the path so you don't get lost in the clutter","attachment":null,"posted":1711752337},{"board":"3","thread":977313,"pid":979082,"name":"Anonymous","msg":">>979072
Bingo. Good answer.
Listen to that guy >>979067.
Environmental design is design same as anything else. Composition is key, as well as color theory, contrast, negative space and all those fundies.
Good vidya enviromental design is a pretty neat thing as well. Since you have to compose something that reads well from any angle the player can view the scene from and still guides the eye (and player) where you need them to go with via those fundies.
Or you could just be a lazy fuck and put yellow paint everywhere.
Still shots (and animations) though you can get away with a lot more since it's just like composing any other piece.","attachment":null,"posted":1711756266},{"board":"3","thread":977313,"pid":979086,"name":"Anonymous","msg":">>979072
>>979082
I don't know of it's normal for you artists to troll each other with meaningless word salads but I can't make anything of what are you trying to tell me.","attachment":null,"posted":1711758408},{"board":"3","thread":977313,"pid":979113,"name":"Anonymous","msg":">>979086
Might need to broaden your vocabulary then.
I'll break it down for ya.
>Composition
How something is laid out, ideally in a pleasing way. The word can also be used to describe a whole piece and the elements (that are about to be listed) used. You can think of composition as both the "big picture" that you're trying to get across, but you can also micro-manage everything in your piece into compositions themselves.
>Color Theory
How colors work together, and their relationships. To a lesser extent, "how do the colors make you FEEL?". Broadly, it's also the framework on how you can mix colors in paints. You might already know some basic color theory, like how yellow+blue make green, or simple complementary colors like how red and green works well together (if a bit Christmas-y)
>Positive & Negative Space
Positive space refers to all the shit taking up your composition that you want someone to look at (subjects, and other elements), while negative space is the empty bits. Negative space isn't a bad thing though, and it's actually pretty important to have as it gives the eye a place to rest, and keeps a composition from being too busy (aka too much shit that makes the piece just look like noise). In your image >>979067 the positive space would be the structures, while the negative would be the ground and sky.
>Contrast
In simple terms it's the difference between light and dark areas of your composition, but there's a bit more to it than that. Instead, contrast is more akin to the differences between two (or more) similar elements. You can have a contrast with dark/bright areas, positive/negative space, colors, subject sizes, just about anything. You can use contrast to emphasize shit you want the viewer to see as important, or to grab their eyeballs and tell them "look here, fucker".
There's some other fundamental concepts like form, line, and pattern/repetition. But this post is long enough already.
Hopefully this art lesson cleared some stuff up though.","attachment":null,"posted":1711774156},{"board":"3","thread":977313,"pid":979119,"name":"Anonymous","msg":">>979086
I don't know if you are trolling,
everything I and this anon >>979082 said are principles of environment art, even principles of design in general, i know that it sounds like gay millennial talk to sound pretentious, but just boils to don't put shit everywhere because it's visual noise, make your map clear to navigate for the player using visual elements.
If you really want to learn listen to this anon >>979113 that's the basic elements for a good design.
I guess that you made that render in yafray? it would be the same if I told you that developers troll eachother with meaningless words salads like Monte Carlo derived approximation and skybox illumination.","attachment":null,"posted":1711779824},{"board":"3","thread":977313,"pid":979120,"name":"Anonymous","msg":">>979113
>>979119
I'm reading and I'm trying to understand but colors don't make me "feel" anything. It's just input data to me. But I do realize that that's a me problem.
>Monte Carlo derived approximation
That's fair because that's a word salad that just means random sampling.","attachment":null,"posted":1711783605},{"board":"3","thread":977313,"pid":979122,"name":"Anonymous","msg":">>979120
>but colors don't make me "feel" anything.
I said "to a lesser extent how it makes you feel". As in, that's not the most important bit, it's tertiary. You can by hyper autistic to the point of not having feelings or understanding other people, and still have a decent grasp on color theory. Fuck, color theory might just be the most autistic thing on that list. Get a good combo of colors and that shit will flip that autist endorphin switch like clicking two legos together. It's also the least subjective/artsy thing on that list as well. Good color combos are good because of numbers and math and shit.
Not to mention, in terms of that list, I'd say color theory is pretty low on the totem pole. It's important, sure, but not as important as something like composition. Unless you're Jackson Pollock or something.","attachment":null,"posted":1711786310},{"board":"3","thread":977313,"pid":979123,"name":"Anonymous","msg":"I've read somewhere in some Quake level design thing that trims are important. Like, a column doesn't just depart from the floor but instead it has to have some sort of base. I don't think I've done it correctly in term of colors. I'll try to figure it out tomorrow.
>>979122
I understand color theory a little bit. It's just that Quake maps tend to make their own rules which aren't easy to reverse engineer.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711787456066557.jpg","filename":"0001.jpg"},"posted":1711787456},{"board":"3","thread":977313,"pid":979130,"name":"Anonymous","msg":"Tree generator from 2.79","attachment":{"attachment_url":"https://i.4cdn.org/3/1711790989386167.jpg","filename":"0001.jpg"},"posted":1711790989},{"board":"3","thread":977313,"pid":979134,"name":"Anonymous","msg":"At noon.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711792769944707.jpg","filename":"0001.jpg"},"posted":1711792769},{"board":"3","thread":977313,"pid":979156,"name":"Anonymous","msg":"Working on Witch character, hands are going to be largely redone, ears will be touched up, I'm still learning how to use Blenders new hair system but I'm slowly figuring it out, I just started on her boots, and the dress hasn't recieved a detailed sculpt for wrinkles, at current point it's just using a wrap modifier to contour to the body, but topology may change.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711807262727941.jpg","filename":"cassara_dress.jpg"},"posted":1711807262},{"board":"3","thread":977313,"pid":979157,"name":"Anonymous","msg":">>979156
Here's an older version of the same character/outfit, I think I've improved things.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711807366398965.jpg","filename":"Cassara.jpg"},"posted":1711807366},{"board":"3","thread":977313,"pid":979159,"name":"Anonymous","msg":">>979123
>>979130
Colours and materials are all over the place, floor doesn't make sense, sorry but quake level design keeps everything that we mentioned, why don't you try 2 materials for the structure? Now it kind of looks like they didn't had enough bricks to keep making it and they had to use other materials","attachment":null,"posted":1711809964},{"board":"3","thread":977313,"pid":979162,"name":"Anonymous","msg":">>979159
I've assigned the materials at random because I don't want to waste much time with this project. It's not like the world needs another Quake map, you know... For the most part it's an excuse to attempt some Quake-like modeling in Blender and take YafRay out for a spin.","attachment":null,"posted":1711815293},{"board":"3","thread":977313,"pid":979164,"name":"Anonymous","msg":"And although I'm surprised of how well it works overall, it's still 20 years software and there are problems. As you can see, the cube map textures preview doesn't work correctly and that prevents you to being able to align the texture details and geometry, the file selector doesn't have thumbnail preview for textures... You get the idea.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711816083841215.jpg","filename":"by249.jpg"},"posted":1711816083},{"board":"3","thread":977313,"pid":979168,"name":"Anonymous","msg":">>979162
>It's not like the world needs another Quake map
Quake maps are always welcome
Yes I'm aware of how old it is, used yafray and yafaray in the past also pov ray, I still use blender internal for my renders","attachment":null,"posted":1711817512},{"board":"3","thread":977313,"pid":979172,"name":"Anonymous","msg":">>979120
>I'm reading and I'm trying to understand but colors don't make me "feel" anything.
Also they don't need to make you feel something, it's weird that they don't because I have autism and even I can take more inference from a colour than mere an input. But even if you don't colour it's used for objects to don't blend with eachother.
>That's fair because that's a word salad that just means random sampling.
But words have meaning, even if it is just random sampling, the name Monte Carlo method means more than that, you can clearly know with the name itself from were it comes from, even works as a clever descriptor.
From Monte Carlo method i know that it's based in some casino, that employed some random method from gambling...
Same thing with colours, I can with a certain degree know that red means danger, normal shades of green means nature, extreme shades of green mean toxic, warm colours and cold colours are descriptive like Monte Carlo method","attachment":null,"posted":1711819284},{"board":"3","thread":977313,"pid":979193,"name":"Anonymous","msg":">>979172
acompañamiento psicologico","attachment":null,"posted":1711835672},{"board":"3","thread":977313,"pid":979195,"name":"Anonymous","msg":">>978719
What did you learn about the fingernails? What tutorial did you copy? I wish to learn.","attachment":null,"posted":1711838828},{"board":"3","thread":977313,"pid":979205,"name":"Anonymous","msg":">>979156
The mesh looks good. The only things diverting my attention are the materials, which clearly arent done yet. But that means there's nothing in the mesh jumping out at me.","attachment":null,"posted":1711842203},{"board":"3","thread":977313,"pid":979207,"name":"Anonymous","msg":">>979195
https://www.youtube.com/watch?v=EYCKjx6eHU8
i just thought the method he made the cuticle area was pretty cool","attachment":null,"posted":1711842700},{"board":"3","thread":977313,"pid":979214,"name":"Anonymous","msg":">>979205
I just rendered it in look dev, The materials are pretty meh, I find there just isn't any good reference to determine the values materials should be.","attachment":null,"posted":1711849948},{"board":"3","thread":977313,"pid":979215,"name":"Anonymous","msg":">>979214
Forgot the image","attachment":{"attachment_url":"https://i.4cdn.org/3/1711850060107929.jpg","filename":"cassara_dress_rendered.jpg"},"posted":1711850060},{"board":"3","thread":977313,"pid":979216,"name":"Anonymous","msg":">>979193
you are more autistic than me anon, thanks for making my day better.","attachment":null,"posted":1711852509},{"board":"3","thread":977313,"pid":979218,"name":"Anonymous","msg":">>979130
>>979134
Not even Arnold could save that shit. Are you even trying?","attachment":null,"posted":1711852879},{"board":"3","thread":977313,"pid":979220,"name":"Anonymous","msg":">>979215
The dress doesn't look good","attachment":null,"posted":1711853095},{"board":"3","thread":977313,"pid":979222,"name":"Anonymous","msg":">>979215
Fix those ears anon","attachment":null,"posted":1711853471},{"board":"3","thread":977313,"pid":979225,"name":"Anonymous","msg":">>979220
In what way though, I have yet to add wrinkles and seams, so it's missing detail, but I like it.
>>979222
That's on the list, I'm redoing the hands topology right now and making the fingernails modular, ears will also be redone too.","attachment":null,"posted":1711858392},{"board":"3","thread":977313,"pid":979226,"name":"Anonymous","msg":">>979215
>>979214
Cloth is easy. Get a high quality normal map of a cloth weave you like and make it tile hundreds of times. Adjust specularity as you like.
Skin, in addition to being selectively bumpy and wrinkly also has hue variance that is very noticable when absent. IDK the term for it, but painting a texture with very harsh red, blue, and yellow in spots with high blood vessel, low blood vessels, and bone/fat respectively, making it an overlay to you skin texture, and set a very low transparency.
I use this as a reference but it's not very good. All I can find","attachment":{"attachment_url":"https://i.4cdn.org/3/1711859100024310.jpg","filename":"skinHueReference.jpg"},"posted":1711859100},{"board":"3","thread":977313,"pid":979227,"name":"Anonymous","msg":">>979120
Bro. colors are cheat codes for feelings.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711859712345400.png","filename":"colorPallets.png"},"posted":1711859712},{"board":"3","thread":977313,"pid":979235,"name":"Anonymous","msg":">>978243
Crazy how much of a difference roofs/tops make in terms of making a building look like a building.
I haven't gotten to the whole "each roof has its own module" thing, but I kinda have to put that off so I can meet the deadline for the project I was making the city for. I mean, I'm making the city generator thing for me to make my work easier in the future, but right now I have to use what I've got for the "main" project. It should be enough, once I finish up the really big cyberpunk-y eyecatcher buildings I've yet to model.
But yeah, it's shaping up nicely. I think some ads and stuff will really bring it together.
Only real issue I'm running into now is with the windows. I still haven't figured out how to get the "random per island" to let me have the randomness, but decide which faces should be grouped together. That's part of the reason some of those buildings look like they have really dense and tiny windows. They're supposed to be double height, but due to the "random per island" shit, it thinks each pane of glass is its own room.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711871934406588.jpg","filename":"Sit EE.jpg"},"posted":1711871934},{"board":"3","thread":977313,"pid":979248,"name":"Anonymous","msg":">>979215
I found some old work from a few years back, proof anyone can improve, at least somewhat.
>>979226
I composite my texture from multiple procedurally generated layers so I think this would work, although realism isn't at all a goal of my work, it's supposed to look kind of doll like, I'm not good enough for realism and my workflow isn't orientated towards it either.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711886072437261.png","filename":"old_work.png"},"posted":1711886072},{"board":"3","thread":977313,"pid":979254,"name":"Anonymous","msg":"Just a quick physics test. Sorry for the censoring.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711889335568498.webm","filename":"0001-0160.webm"},"posted":1711889335},{"board":"3","thread":977313,"pid":979259,"name":"Anonymous","msg":"Ears improved, still need to figure out how to fix the bun, I can't find any manual way to set the resolution of hair particles per object, I wish there was a bit more info about Blender's new hair editing features.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711892063037937.jpg","filename":"new_ears.jpg"},"posted":1711892063},{"board":"3","thread":977313,"pid":979274,"name":"Anonymous","msg":"Eyelashes and clothes added","attachment":{"attachment_url":"https://i.4cdn.org/3/1711897638862748.png","filename":"image.png"},"posted":1711897638},{"board":"3","thread":977313,"pid":979276,"name":"Anonymous","msg":">>979259
The ear is too low and too far back, can you post a profile pic without perspective?
>>979274
Lower the bump map
>>979227
Don't waste your time, he's a troll","attachment":null,"posted":1711898438},{"board":"3","thread":977313,"pid":979283,"name":"Anonymous","msg":">>979276
The cotton or the fur?","attachment":null,"posted":1711906209},{"board":"3","thread":977313,"pid":979285,"name":"Anonymous","msg":"Just some random poses as I'm trying to teach myself how to animate without motion capture. Realistically, it's going to be another year.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711908734568216.webm","filename":"0001-0250.webm"},"posted":1711908734},{"board":"3","thread":977313,"pid":979287,"name":"Anonymous","msg":"And from behind. This model is new so the weight painting isn't great.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711910466669161.webm","filename":"0001-0250.webm"},"posted":1711910466},{"board":"3","thread":977313,"pid":979319,"name":"Anonymous","msg":">>979276
Yeah, it's definitely off looking at reference, although it looks like the face may not have enough depth as is as well.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711921478756893.jpg","filename":"side_view.jpg"},"posted":1711921478},{"board":"3","thread":977313,"pid":979333,"name":"Anonymous","msg":">>979319
Yes, it's not placed properly, imagine putting eyeglasses on her and you will notice how lower they are
>>979283
Both, they are a little bit exaggerated, do you have some sort of cavity map on the textures?
>>979285
Use references, record yourself doing the poses, that helps a lot","attachment":null,"posted":1711928716},{"board":"3","thread":977313,"pid":979335,"name":"Anonymous","msg":">>979274
Make the eyelash material an unlit solid black.","attachment":null,"posted":1711930258},{"board":"3","thread":977313,"pid":979345,"name":"Anonymous","msg":">>979333
What I'm going to is I'm going to load a motion capture file and then instead of re-targeting it with constraints, I'm going try to copy it manually.
>record yourself doing the poses
Cris told me to do that too. I'm not going to do it.
Also, I've discovered that the panel in pic related works with AutoIK, which is really useful but there's a mistake in the python interface file where it gets greyed out if the selected bone doesn't have an explict IK constraint attached to it.
It works even when it's greyed out with AutoIK and I believe it hasn't been fixed to this day.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711936705596426.jpg","filename":"inverse_kinematics.jpg"},"posted":1711936705},{"board":"3","thread":977313,"pid":979359,"name":"Anonymous","msg":"done retexturing the models imma use in an art contest","attachment":{"attachment_url":"https://i.4cdn.org/3/1711956734091892.jpg","filename":"asoka.jpg"},"posted":1711956734},{"board":"3","thread":977313,"pid":979364,"name":"Anonymous","msg":"I gave up trying to match poses manually. Instead I've re-targeted some rotation and left the root bone to be set manually. I may need some sort of ragdoll system to compensate for errors because I really don't want to do it manually.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711964189664042.webm","filename":"0001-0300.webm"},"posted":1711964189},{"board":"3","thread":977313,"pid":979380,"name":"Anonymous","msg":">>979333
Not really,
I more or less used the shell method of fur rendering.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711978701046358.jpg","filename":"Fluffy-fur-breakdown.jpg"},"posted":1711978701},{"board":"3","thread":977313,"pid":979383,"name":"Anonymous","msg":">>979345
>Cris told me to do that too. I'm not going to do it.
Well maybe Cris gave you a good answer because every industry animator I know does that, the fact that even Cris knows that and you don't it's the reason why your animations are even worse than his.","attachment":null,"posted":1711982219},{"board":"3","thread":977313,"pid":979385,"name":"Anonymous","msg":">>979359
why is she smoking meth tho?","attachment":null,"posted":1711984868},{"board":"3","thread":977313,"pid":979386,"name":"Anonymous","msg":">>979345
>I'm not going to do it
You do you anon.
>>979380
That's funny, I used that tutorial too a long time ago and I was going to tell you to try it.
You are not getting the results that I got, or at least I can't see the alpha on the shells getting lower. Maybe it's lighting?","attachment":null,"posted":1711984880},{"board":"3","thread":977313,"pid":979390,"name":"Anonymous","msg":">>979385
Yes, it's canon in the Anime","attachment":null,"posted":1711985309},{"board":"3","thread":977313,"pid":979391,"name":"Anonymous","msg":">>979390
the bonus points for realism","attachment":null,"posted":1711985338},{"board":"3","thread":977313,"pid":979405,"name":"Anonymous","msg":"If you don't focus too much on the feet sliding, it's not that bad. I'm already gathering ideas for some new ragdoll systems which should make things easier.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711996621182297.webm","filename":"0001-0300.webm"},"posted":1711996621},{"board":"3","thread":977313,"pid":979406,"name":"Anonymous","msg":">>979405
just cut the crap and make her fart on a chocolate cake","attachment":null,"posted":1711997434},{"board":"3","thread":977313,"pid":979408,"name":"Anonymous","msg":">>979364
Are you trying to implement a procedural animation system, or just trying to animate a scene?","attachment":null,"posted":1711998224},{"board":"3","thread":977313,"pid":979411,"name":"Anonymous","msg":"Could probably do with being lit better from the front, but here's a render I did of a worm enemy I'm using as a 2D sprite.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711998770261454.png","filename":"worm.png"},"posted":1711998770},{"board":"3","thread":977313,"pid":979418,"name":"Anonymous","msg":">>979411
Cool. What's the resolution of your sprites going to be?","attachment":null,"posted":1712000482},{"board":"3","thread":977313,"pid":979420,"name":"Anonymous","msg":">>979418
About 512x512.","attachment":null,"posted":1712001918},{"board":"3","thread":977313,"pid":979422,"name":"Anonymous","msg":">>979406
You're going to have to make do with this.
>>979408
It's a long story but let's say I'm trying to learn to do skeletal animation manually. But knowing myself it's going to turn into a procedural thing.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712003745115285.jpg","filename":"donut.jpg"},"posted":1712003745},{"board":"3","thread":977313,"pid":979429,"name":"Anonymous","msg":">>979420
Do you have a decent enough graphics card?
Why don't you use a denoiser?, you can put grain later for a grungier look","attachment":null,"posted":1712008723},{"board":"3","thread":977313,"pid":979460,"name":"Anonymous","msg":">>979422
heheh, good enough, thanks a lot anon","attachment":null,"posted":1712023770},{"board":"3","thread":977313,"pid":979477,"name":"Anonymous","msg":">>979429
I probably should use a denoiser, you're right anon.","attachment":null,"posted":1712037042},{"board":"3","thread":977313,"pid":979486,"name":"Anonymous","msg":"The fake parallax elevator is workin pretty well.
The lift do be liftin.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712046632637133.webm","filename":"elevator.webm"},"posted":1712046632},{"board":"3","thread":977313,"pid":979529,"name":"Anonymous","msg":">>979486
Looking good building-kun, keep it up","attachment":null,"posted":1712086382},{"board":"3","thread":977313,"pid":979543,"name":"Anonymous","msg":"well?","attachment":{"attachment_url":"https://i.4cdn.org/3/1712101411518834.gif","filename":"1694969543155375.gif"},"posted":1712101411},{"board":"3","thread":977313,"pid":979551,"name":"Anonymous","msg":">>979380
some improvements (I swear to god she looks better in Viewport).","attachment":{"attachment_url":"https://i.4cdn.org/3/1712108494611533.png","filename":"file.png"},"posted":1712108494},{"board":"3","thread":977313,"pid":979554,"name":"Anonymous","msg":">>979529
ty ty.
I think I'm gonna do a few weenie/eyecatcher buildings then focus on the animation, since I've just got a little over a month to do it before the deadline. The city was the biggest chunk of it that needed doing though and I'm glad that I have it somewhat done since I can use it for other projects. There's always more I can (and will) do to expand on it, but I ain't got the time right now.","attachment":null,"posted":1712116605},{"board":"3","thread":977313,"pid":979564,"name":"Anonymous","msg":">>979543
finally procedural cellulite simulation for my gilf porn","attachment":null,"posted":1712140612},{"board":"3","thread":977313,"pid":979581,"name":"Anonymous","msg":"TV :)
I've ran into a real problem with putting, I'm not sure what it's actually called, this sort of plastic bezel thing around the screen and plastic surround. So I do what I always do and just pretend it doesn't real. Also fucked up a part next to the side panel because of a bevel and it's made an indented diamond sort of shape on the edge that's really noticeable. So I'm going to do what I always do and cover it up with something else.
At least my little speaker sort of works. As long as you don't get too close and find out there aren't any holes in it. I'm not sure how it's worked out the way it has, but from a distance it seems convincing enough, at least to me.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712156460204052.jpg","filename":"1700771282390112.jpg"},"posted":1712156460},{"board":"3","thread":977313,"pid":979585,"name":"Anonymous","msg":">>979581
What?","attachment":null,"posted":1712158147},{"board":"3","thread":977313,"pid":979587,"name":"Anonymous","msg":">>979585
Hello friend. Which part are you querying?","attachment":null,"posted":1712158391},{"board":"3","thread":977313,"pid":979605,"name":"Anonymous","msg":"I've made a custom script that concatenates mocap clips because I couln't find a way to do it with the NLA editor. It still needs better interpolation and filtering. The bugs in Blender never end.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712175169858180.webm","filename":"0001-0462.webm"},"posted":1712175169},{"board":"3","thread":977313,"pid":979623,"name":"Anonymous","msg":">>978017
>>978365
these are pretty nice anon, dope design and fine skills also. Curious how practical Substance Painter 3D is for low poly models? Also did you sculpt those details in Blender or in SP3D?","attachment":null,"posted":1712186998},{"board":"3","thread":977313,"pid":979625,"name":"Anonymous","msg":">>979411
Sick. How did you go about making the texture?","attachment":null,"posted":1712187373},{"board":"3","thread":977313,"pid":979628,"name":"Anonymous","msg":">>979623
Thanks. Here's my progress on that so far. Gotta do some more.
>Curious how practical Substance Painter 3D is for low poly models?
It's the industry standard when it comes to texture painting isn't it? Should be fine with whatever. I tried painting in Blender but the mere fact that you had to do some workaround to get layers on it meant that I didn't want to go through that headache and just went with Painter.
>Also did you sculpt those details in Blender or in SP3D?
I sculpted the high poly details on Blender with multires modifier ( because Blender just dies when it goes over a million vertices ) then baked them inside Substance painter... which I then brought back to Blender to bake again into one texture image. I think this is an okay workflow?","attachment":{"attachment_url":"https://i.4cdn.org/3/1712189347974626.png","filename":"file.png"},"posted":1712189347},{"board":"3","thread":977313,"pid":979663,"name":"Anonymous","msg":">>979359
update. more or less done","attachment":{"attachment_url":"https://i.4cdn.org/3/1712237537070119.png","filename":"wip.png"},"posted":1712237537},{"board":"3","thread":977313,"pid":979666,"name":"Anonymous","msg":">>979663
thoughts? what vibes does this give yall","attachment":{"attachment_url":"https://i.4cdn.org/3/1712245105582020.png","filename":"expo.png"},"posted":1712245105},{"board":"3","thread":977313,"pid":979667,"name":"Anonymous","msg":">>979564
yeah, i went overboard with the wrinkles, but i had a lot of problems in the procedural sim which i am in the process of fixing now.","attachment":null,"posted":1712245170},{"board":"3","thread":977313,"pid":979673,"name":"Anonymous","msg":">>979543
awesome, potential","attachment":null,"posted":1712259665},{"board":"3","thread":977313,"pid":979674,"name":"Anonymous","msg":">>979666
definition of
K I N O
>t. digital cinema aficionado","attachment":null,"posted":1712259741},{"board":"3","thread":977313,"pid":979675,"name":"Anonymous","msg":">>978870
It's the metallic, a lot of imported assets have the metallic factor turned up to one IDK why","attachment":null,"posted":1712260039},{"board":"3","thread":977313,"pid":979701,"name":"Anonymous","msg":"Building anon here. Kinda decided to stop "productively procrastinating" by working on buildings and decided instead to give the car some more love ( seen here >>977950 ).
I don't really kitbash all that often (read: never), so obviously I'm not too good at it. Nor did I really have a lot of parts on hand to work with. But I think it looks alright enough. The wheel replacements still look a bit dopey but they're a bit better I think. I think they kinda have that chunky aftermarket part that you found in a bargain bin look to them, which is kinda what I was going for. I won't pretend like it's all that impressive, but for what I'm doing it should be enough. Especially in motion.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712301411501981.jpg","filename":"Shitbash.jpg"},"posted":1712301411},{"board":"3","thread":977313,"pid":979706,"name":"Anonymous","msg":"Trying to do some stuff with purely maya sculpt tools and remesh. I miss mudbox bwos...","attachment":{"attachment_url":"https://i.4cdn.org/3/1712314915729217.png","filename":"heheheh.png"},"posted":1712314915},{"board":"3","thread":977313,"pid":979724,"name":"Anonymous","msg":">>979675
Nah the metallic was in the middle. The other anon solved it with the roughness needing to be inverted. I'll remember that for the future just in case though.
I have fucked something up though. When I try to import it nothing imports. I checked the character file and it's only 4kb now. I don't know what I've done but clearly, as stated, I've fucked something up.","attachment":null,"posted":1712334836},{"board":"3","thread":977313,"pid":979726,"name":"Anonymous","msg":">>979724
yeah but cotton and skin are not 50% metallic.","attachment":null,"posted":1712342607},{"board":"3","thread":977313,"pid":979728,"name":"Anonymous","msg":">>979674
thank you! i've finished animating it now :)
https://youtu.be/sFCPThMRq0I","attachment":null,"posted":1712344414},{"board":"3","thread":977313,"pid":979729,"name":"Anonymous","msg":">>979728
its ok, but the "camera shake" is really the star","attachment":null,"posted":1712345158},{"board":"3","thread":977313,"pid":979732,"name":"Anonymous","msg":"To concatenate orientations in BVH files is a nightmare because of the euler angles but I think I've got the math down.
The idea would be to be able to script long sequences out of short mocap files in a text editor instead of Blender's NLA editor which is a nightmare to use.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712347705089503.webm","filename":"0001-0575.webm"},"posted":1712347705},{"board":"3","thread":977313,"pid":979733,"name":"Anonymous","msg":">>979732
No matter how skookum your system you will have to go over it by hand and fix little things.","attachment":null,"posted":1712348657},{"board":"3","thread":977313,"pid":979734,"name":"Anonymous","msg":">>979732
>that mocap look
cringe","attachment":null,"posted":1712348779},{"board":"3","thread":977313,"pid":979742,"name":"Anonymous","msg":">>979733
Some drift over time is unavoidable and it has to be corrected manually, so that's ok.
The issue with the NLA editor is that every mocap clip has a different starting and ending orientation. In order to make those match the only way is to shift the armature object center. That complicates making other edits.
>>979734
She's beautiful and very coordinated. If you say otherwise you support the patriarchy.","attachment":null,"posted":1712356494},{"board":"3","thread":977313,"pid":979765,"name":"Anonymous","msg":">>979732
I feel like at this point it's just better to do this shit in a game engine. They've got shit that does this built in. Which would be super nice to have in literally any 3d software 2bh.
Why do I need a game engine to be able to automatically interpolate different animations based on an object's speed and direction? Gimme that shit in 3d. I might be retarded though and 3ds/Maya have something like that already.","attachment":null,"posted":1712378472},{"board":"3","thread":977313,"pid":979773,"name":"Anonymous","msg":">>979765
Yes. The functionality that I want to build into my BVH concatenator script is similar to what's available in BGE and other game engines.
>3ds/Maya have something like that
There's also:
https://www.youtube.com/@RagdollDynamics
But it's paid and I want to include a last pass with my own softbody physics simulator. The math looks like this:
https://eecs.qmul.ac.uk/~gslabaugh/publications/euler.pdf
And I already have that working. The rest is just a matter of specifying a mocap clip, a start frame, an end frame, a pause, another mocap clip and so on.","attachment":null,"posted":1712392488},{"board":"3","thread":977313,"pid":979774,"name":"Anonymous","msg":">>979773
I'm more talking something like this.
A state machine.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712394174400460.jpg","filename":"StateMachineImage.jpg"},"posted":1712394174},{"board":"3","thread":977313,"pid":979778,"name":"Anonymous","msg":">>979774
you're re-inventing the wheel and your results look last gen.","attachment":null,"posted":1712399009},{"board":"3","thread":977313,"pid":979779,"name":"Anonymous","msg":">>979729
just "ok"? :(","attachment":null,"posted":1712400699},{"board":"3","thread":977313,"pid":979783,"name":"Anonymous","msg":">>979765
>3ds/Maya
that sounds more like motionbuilder
UE also has pretty good "pose matching" to arbitrarily concatenate animations
as for blender, it's not ideal but you can have a new "root motion" bone that follows the pelvis on XY, allowing you to shift the next animation after the current one completes
I have to agree with >>979778 that writing your own tools/scripts is cool and all but not conductive to actually getting things done. raw mocap looks awful so you're going to have to edit it either way","attachment":null,"posted":1712405270},{"board":"3","thread":977313,"pid":979784,"name":"Anonymous","msg":">>979778
Huh? How am I re-inventing the wheel by telling him to use an existing solution (>>979765)?
I don't have any "results" to speak of either. I ain't the dude trying to make up some weird animation system that looks like shit.
>>979783
Nah, from an extremely quick look, motionbuilder doesn't seem like what I was talking about. I was more talking about what I posted here, >>979774 logic based state machines for blending premade anims of all types (not just mocap data), based on an input like velocity and direction.
Like say you animate a character moving along the X axis, it'd change between a walk/run animation automatically based on how quickly it moves.
I don't think there's anything like that currently in a 3d anim software, which is why I mentioned the anon should look into game engines.","attachment":null,"posted":1712405607},{"board":"3","thread":977313,"pid":979785,"name":"Anonymous","msg":">>979784
>state machines for blending premade anims of all types (not just mocap data), based on an input like velocity and direction.
motion matching?","attachment":null,"posted":1712405894},{"board":"3","thread":977313,"pid":979786,"name":"Anonymous","msg":">>979774
For version 1 I'm going to be happy with a linear concatenator. But there's all sorts of interesting possibilities. I was thinking that I could pick the motion of the right arm from one file and the motion of the left arm from another. Something like that.
>>979778
What am I supposed to do if Blender doesn't have wheels? Also this gen sucks.
>>979783
>not conductive to actually getting things done
I'm already getting things done. It works and I'm making it standalone specifically because I don't want to contribute it to Blender.
>>979784
>should look into game engines
To have it based on a state machine could be interesting but it's not essential in order to make pre-rendered animations. I don't have to deal with player input. I know what's going to happen in advance.","attachment":null,"posted":1712406644},{"board":"3","thread":977313,"pid":979787,"name":"Anonymous","msg":">>979783
>you can have a new "root motion" bone that follows the pelvis on XY
You can do that by keying the Armature object itself. The problem is that if you have an additional correction that spans over two different clips or you want to cross-fade, it's not going to work because the orientations suddenly change.
You can bake all the strips into one after you line them up but it's too much work for me.","attachment":null,"posted":1712407562},{"board":"3","thread":977313,"pid":979788,"name":"Anonymous","msg":">>979786
>For version 1 blah blah blah
please tell me you're not that guy who was doing that laughable blender volume preserving skinning attempt a while back","attachment":null,"posted":1712408230},{"board":"3","thread":977313,"pid":979789,"name":"Anonymous","msg":">>979783
>you're going to have to edit it either way
Ok, but there's a big difference if the NLA editor is involved or not. The whole point of making this script is to try to not have to deal with that thing.
The Blender people decided that Grease Pencil has priority over an animation system that remotely works when you're not importing from Maya (which is what I suspect they do all day long at Blender Studio anyway), so what am supposed to do? Should I wait until 2025 when they promised to maybe start working on it?","attachment":null,"posted":1712408280},{"board":"3","thread":977313,"pid":979790,"name":"Anonymous","msg":">>979788
It depends which one. If you scroll back in this thread, all the animations I've posted are all softbody simulations made with my own simulator. I don't know if you've noticed that the Makehuman default model doesn't look as good on its own.","attachment":null,"posted":1712408729},{"board":"3","thread":977313,"pid":979791,"name":"Anonymous","msg":">>979789
I think I'm a bit confused as to who's who here. this is also the first time importing has come up in this context and I don't see the relevance
there's many details I'm missing so I respectfully retract my post, I hope you can figure things out regardless","attachment":null,"posted":1712408885},{"board":"3","thread":977313,"pid":979792,"name":"Anonymous","msg":">>979790
>I've posted are all softbody simulations made with my own simulator.
laughable, they all look like skincluster","attachment":null,"posted":1712409075},{"board":"3","thread":977313,"pid":979793,"name":"Anonymous","msg":">>979788
>>979791
>>978747
>>978871
>>978873
>>978923
>>979067
>>979123
>>979130
>>979134
>>979164
>>979254
>>979285
>>979287
>>979364
>>979405
>>979422
>>979605
>>979732
That is all me in this thread and this:
https://www.youtube.com/@sukmadink69
is my youtube channel if that helps.","attachment":null,"posted":1712409545},{"board":"3","thread":977313,"pid":979794,"name":"Anonymous","msg":">>979792
It's your opinion.","attachment":null,"posted":1712409609},{"board":"3","thread":977313,"pid":979799,"name":"Anonymous","msg":"Just wondering if anyone can give me some advice on animation. I think both have simple enough answers.
>1
How do people do those seamless camera view transitions? I can't find an example, but it's like the camera is close to an object and sort of panning across it and then it changes to another object with the same kind of close up panning, but the switches aren't sudden and jarring.
Might need to find an example because my explanation is dogshit.
>2
By doing the above will I be able to render certain parts of the scene individually rather than all at once? I'm too retarded to know when I can get away with less geometry than I need so everything will end up much more high poly than it should be.
Links will do, at least for the first one the second one seems more yes or no. I don't expect anyone to sit here and spoonfeed me walls of text to walk me through it.","attachment":null,"posted":1712413588},{"board":"3","thread":977313,"pid":979813,"name":"Anonymous","msg":"ive been working on a set of anime charas and needed something else to procrastinate on. Bought a 590a1retro last year. I ended up making the receiver too wide and only noticed when i started making the internals (not pictured). Also used a pic of bayonet as texture for the blade. Kind of weird seeing the pattern irl and digitally. Gun is 26k tris","attachment":{"attachment_url":"https://i.4cdn.org/3/1712430018810696.jpg","filename":"m590a1_retro1d.jpg"},"posted":1712430018},{"board":"3","thread":977313,"pid":979814,"name":"Anonymous","msg":">>978121
Finished this","attachment":{"attachment_url":"https://i.4cdn.org/3/1712430421736504.png","filename":"Goblinoid2.png"},"posted":1712430421},{"board":"3","thread":977313,"pid":979830,"name":"Anonymous","msg":">>979785
Yeah that's it. I couldn't remember what it was called.
That shit would be awesome for animating. Give a rig a path and let it animate along it automatically based on its velocity.","attachment":null,"posted":1712441545},{"board":"3","thread":977313,"pid":979839,"name":"Anonymous","msg":">>979814
thin your paints","attachment":null,"posted":1712446377},{"board":"3","thread":977313,"pid":979840,"name":"Anonymous","msg":">>979551
Update","attachment":{"attachment_url":"https://i.4cdn.org/3/1712446866472666.png","filename":"image.png"},"posted":1712446866},{"board":"3","thread":977313,"pid":979857,"name":"Anonymous","msg":"I've procrastinated for a long time before starting this BVH concatenator project and I regret it. If it isn't 100% precise (and I may not care about that) it's at least super fun to use with the CMU dataset.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712473582144737.webm","filename":"0001-0700.webm"},"posted":1712473582},{"board":"3","thread":977313,"pid":979860,"name":"Anonymous","msg":"I feel like... It's like I'm much stronger now. I've unlocked a new workflow. I've made progress. I've achieved the achievement and the AAA industry is essentially finished.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712475717486803.webm","filename":"0001-0589.webm"},"posted":1712475717},{"board":"3","thread":977313,"pid":979880,"name":"Anonymous","msg":"This is >>979860 enacted. I've made no manual corrections but I have the option. It's like Windows Movie Make but it can do porn.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712502261880556.webm","filename":"0001-0520.webm"},"posted":1712502261},{"board":"3","thread":977313,"pid":979881,"name":"Anonymous","msg":">>979880
horrible, all that motion but none of it looks appealing","attachment":null,"posted":1712502494},{"board":"3","thread":977313,"pid":979882,"name":"Anonymous","msg":">>979881
Thank you. I value your totally honest and helpful criticism.","attachment":null,"posted":1712504089},{"board":"3","thread":977313,"pid":979883,"name":"Anonymous","msg":">>979882
it is honest. If You can honestly say that that looks appealing I have a bridge I can sell you","attachment":null,"posted":1712504852},{"board":"3","thread":977313,"pid":979886,"name":"Anonymous","msg":">>979883
I've never said my intent was to make it appealing to you. You're nobody.","attachment":null,"posted":1712505444},{"board":"3","thread":977313,"pid":979888,"name":"Anonymous","msg":">>979793
Nobody cares about you. Your shit is Cris tier","attachment":null,"posted":1712505685},{"board":"3","thread":977313,"pid":979891,"name":"Anonymous","msg":">>979888
You cared enough to comment to leave a nasty comment though >>979881","attachment":null,"posted":1712505917},{"board":"3","thread":977313,"pid":979892,"name":"Anonymous","msg":">>979891
thats not him, that was me. There are more than one anons here saying what you're doing is shit and schizo tier","attachment":null,"posted":1712506490},{"board":"3","thread":977313,"pid":979893,"name":"Anonymous","msg":">>979892
Could be it be that the reason you don't find my animations appealing is that the character is not male? Could that be the root cause of your year long discomfort with my work?","attachment":null,"posted":1712506704},{"board":"3","thread":977313,"pid":979900,"name":"Anonymous","msg":">>979893
I'm not one of the shitheads going too far, but if I could point out something specific. The shoulders are not moving. Is your mocap not influencing the clavicle joints?","attachment":null,"posted":1712516494},{"board":"3","thread":977313,"pid":979902,"name":"Anonymous","msg":">>979900
The mocap I've used there is from the CMU dataset:
https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture
There channels for the shoulders and fingers and I've re-targeted those bu sometimes they contain data, sometimes they don't.
But I wanted to do something out of completely free: data, model, mocap and software used.","attachment":null,"posted":1712518389},{"board":"3","thread":977313,"pid":979904,"name":"Anonymous","msg":">>979900
There's this:
https://github.com/BandaiNamcoResearchInc/Bandai-Namco-Research-Motiondataset
Which I've tried and it's really good but the license terms are restrictive.
I do have tons of good models and good mocap but I don't use it because I don't want to have to deal with licensing and because I have nothing to prove to people who can't produce anything at all.","attachment":null,"posted":1712519286},{"board":"3","thread":977313,"pid":979905,"name":"Anonymous","msg":"And also, please do come troll me on my youtube channel which I've linked earlier in the the thread because there every comment helps with the algorithm and I don't read them.","attachment":null,"posted":1712519808},{"board":"3","thread":977313,"pid":979915,"name":"Anonymous","msg":">>979893
No, the reason is that it's shit, nothing more than that. If so many anons tell you the same thing there must be a pattern","attachment":null,"posted":1712531537},{"board":"3","thread":977313,"pid":979916,"name":"Anonymous","msg":">>979905
>Please give me attention
Nobody cares about your YouTube channel you are an Attention whore.
Do something good and Anons will watch your shit.","attachment":null,"posted":1712531703},{"board":"3","thread":977313,"pid":979917,"name":"Anonymous","msg":">>979916
Thank you for the attention you just gave me.","attachment":null,"posted":1712531839},{"board":"3","thread":977313,"pid":979918,"name":"Anonymous","msg":">>979915
Yes. There is a pattern. They all come from the same grooming ground -sorry- Discord channel.","attachment":null,"posted":1712531927},{"board":"3","thread":977313,"pid":979920,"name":"Anonymous","msg":"I see angry anon is back. Something tells me he might even be "workflow anon".","attachment":null,"posted":1712532779},{"board":"3","thread":977313,"pid":979921,"name":"Anonymous","msg":">>979902
if it's mocap there's definetely shoulder movements. I bet the rotations are not bound correctly. Maybe a naming problem. Find that and sheck the rest of the skeleton for joints that don't move.","attachment":null,"posted":1712533225},{"board":"3","thread":977313,"pid":979923,"name":"Anonymous","msg":">>979921
It's mocap but it's also 20 years old or something. Same for the model which is from the standalone version of Makehuman.
There are a number of issues that I've already spotted but I'm an hobbyist programmer and there's only so much time and effort I'm willing to sink into Blender.
One thing I've noticed it that the abdomen orientation is a little suspicious. Also, the animation I've rendered previously had the wrong frame rate, which is why is jerky.
Looking at pic related, there may be a problem because the Makehuman skeleton has some split bones. I think they're for twisting. But when retargeting from CMU I'm supposed to constrain a segment, skip one, constrain a segment and so on. I don't know I'll try.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712535265020781.jpg","filename":"retarget.jpg"},"posted":1712535265},{"board":"3","thread":977313,"pid":979927,"name":"Anonymous","msg":">>979923
Well I am 100% certain humans had shoulders 20 years ago. So the mocap data definitely has key frames for them. There must be unbound bones. Especially of the skeletons arent 1-1 you gotta do some digging and unkink it. You can't just hit the button.","attachment":null,"posted":1712541469},{"board":"3","thread":977313,"pid":979947,"name":"Anonymous","msg":">>979927
These are motions from the latest folders and shoulder, hands and fingers don't move. But I'll show you eventually using another dataset that has that data. It's still good because I can overlay some manual motion on those channels if I want to.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712569535787784.webm","filename":"0001-1100.webm"},"posted":1712569535},{"board":"3","thread":977313,"pid":979953,"name":"Anonymous","msg":">>979905
why would anyone want to compromise their own real google account to do that, you clown?","attachment":null,"posted":1712575438},{"board":"3","thread":977313,"pid":979961,"name":"Anonymous","msg":">>979814
That's really cool. Makes me want to buy a 3d printer.","attachment":null,"posted":1712583524},{"board":"3","thread":977313,"pid":979964,"name":"Anonymous","msg":">>979840
Looks better
>>979814
I really like it anon
>>979813
Nice
>>979947
Disgusting thrash
>>979666
I like the aesthetics
>>979164
You should try to be a lawyer or something, this is not your thing
>>979215
Looks good, you should work on the dress","attachment":null,"posted":1712588461},{"board":"3","thread":977313,"pid":979968,"name":"Anonymous","msg":">>979964
Are you trying to upvote and downvote posts on 4chan? Maybe it's time to go back.","attachment":null,"posted":1712592185},{"board":"3","thread":977313,"pid":979970,"name":"Anonymous","msg":"This started as a set/prop exercise and it went a little far","attachment":{"attachment_url":"https://i.4cdn.org/3/1712592564809252.jpg","filename":"Screenshot_20240409-000827_Gallery.jpg"},"posted":1712592564},{"board":"3","thread":977313,"pid":979977,"name":"Anonymous","msg":">>979968
Go back where? I think you should Go back to the insane asylum you come from or at least make a containment thread for your autistic shit like Cris does","attachment":null,"posted":1712602610},{"board":"3","thread":977313,"pid":979978,"name":"Anonymous","msg":">>979970
I would say that I like your style but the autistic anon would think that I'm up voting your comment","attachment":null,"posted":1712602730},{"board":"3","thread":977313,"pid":980005,"name":"Anonymous","msg":"I've been putting off learning UVs and texturing for a looooong time. I finally buckled down today and worked some stuff out.
Though, I did something unconventional. I've always been curious what it would look like if low resolution textures matched quad topology exactly. Because most of the low resolution stuff I've seen is always a little off. And I get why. Because they're doing proper UVs where it's all evenly mapped and shit. Or, they're using triangles, because they're not a quad topology cultist.
Well I *am* a quad topology cultist. And so I guessed that with clean quads, you have make the pixels all line up with the quads perfectly, if you only map the UVs just so.
I learned the trick where you select one face, reset it to make it square, scale it down to a few pixels, and then select the linked faces, and follow active quads. Doing that quickly turns everything into squares. And then you just create seams in square patches, repeat the flow active quads function again for each group you seamed off.
It wasn't a super fast process. Still kind of tedious. Bust still 100x faster than trying to square off the faces manually.
I set up the UVs for the body to be 4 pixels per face. But I found that the head was too dense with geometry, so I made the head 2 pixels per face, in order to make the pixels more obvious. Then I got texturing. Which was a whole thing, trying to find a method to actually do pixel art using blender brushes. I eventually got a fairly tolerant method of doing it. But I had to create margins between UV islands, because the brush would bleed out of bounds by about 2 pixels, even with the mask.
I also learned that textures don't map to quads, but to the triangles that make the quads. Which causes a slight distortion. But the distortion can be fixed by subdividing the mesh until each face of the UVs is divided down to match the pixel s of the texture. That effectively creates the illusion that the texture is mapped to quads properly.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712617889979605.png","filename":"Mega UVs.png"},"posted":1712617889},{"board":"3","thread":977313,"pid":980007,"name":"Anonymous","msg":">>980005
I slapped a toon shader on it. And left the shading on flat. So the shadows are following the density of the faces as well. Equal to the pixels of the texture. Essentially, I believe, this is as close to a true "grid" as one can get in 3D. Since it's all perfectly fitted together. Even if the pixel density does change depending on the size of the face, they're still perfectly interlocking.
I don't know how I feel about this. I think I'll give a go at modelling X's helmet and eyes properly, before deciding if it's good or bad. His eyes are all wonky, and his helmet looks ridiculous painted on top of his bald dome. But that's for another day. I'm just glad I made some headway in learning UVs and texturing today.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712619235011387.png","filename":"Mega UVs 2.png"},"posted":1712619235},{"board":"3","thread":977313,"pid":980019,"name":"Anonymous","msg":">>980007
Yeah it's a "perfect grid" but on the wrong side. It should be square from our perspective in 3D. That means it's the UV map which will have to look swoopy instead. Try a spherical projection UV map. It would probably work best.","attachment":null,"posted":1712631196},{"board":"3","thread":977313,"pid":980022,"name":"Anonymous","msg":"What I have here is a shader which allows me to switch between different animated eyelash shapes, as well as different iris textures, which also move according to rotation inputs.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712632278585377.png","filename":"Unity_2024-04-08_20-10-15.png"},"posted":1712632278},{"board":"3","thread":977313,"pid":980023,"name":"Anonymous","msg":">>980022
The geometry is continuous. The eyes are just textures. I use a spherical normal map and apply it to the iris texture so that it still has spherical reflections and specularity.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712632366091266.png","filename":"Unity_2024-04-08_20-11-05.png"},"posted":1712632366},{"board":"3","thread":977313,"pid":980025,"name":"Anonymous","msg":"Started some work on a few megabuildings. I don't think I'll do too many of them for right now. Maybe 3-4 more (2 currently).
Still, it's kinda neat to use the "Walk" mode and see things from a human sized perspective. Makes it feel a bit more like an actual city.
I think for some of the next megabuildings/weenies, I'll forego making them procedurally randomize so I can have a few more interesting shapes like wedges and big overhangs. Since they're "special" buildings, I might as well.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712634883947436.jpg","filename":"City.jpg"},"posted":1712634883},{"board":"3","thread":977313,"pid":980027,"name":"Anonymous","msg":">>979978
All goods, i appreciate it all the same","attachment":null,"posted":1712637636},{"board":"3","thread":977313,"pid":980032,"name":"Anonymous","msg":">>979977
>Go back where?
To Reddit. It's a meme. Memes are self replicating ideas. Reddit is a place where people like you can socialize by means of a shared balls pit.","attachment":null,"posted":1712644331},{"board":"3","thread":977313,"pid":980033,"name":"Anonymous","msg":">>980019
What if I prefer the swoopiness over the alternative? A swoopy interlace that follows good topology might look better than the low poly slightly misaligned grid look. Don't reject it so quickly. It's stylistic. Wait until I fix his eyes and helmet. I'm thinking that an important part of this style may be giving each element their own own supporting topology, to reduce the stretching.
In anycase, I have to try this out, because it's a curiosity that's been bothering me for a long time. Since I haven't found anyone willing to try it. They're all *heyyy duuuuude, I just like low poly, maaaan." and "Bro, you can't just like.... UV like that, bro. It goes against the UV code"
So it's one of those things I have to try myself to satisfy my own curiosity.","attachment":null,"posted":1712645886},{"board":"3","thread":977313,"pid":980044,"name":"Anonymous","msg":"Learning how to sculpt clothing folds….","attachment":{"attachment_url":"https://i.4cdn.org/3/1712667132447759.webm","filename":"ZoffWIPTurntable.webm"},"posted":1712667132},{"board":"3","thread":977313,"pid":980059,"name":"Anonymous","msg":">>980032
I don't use Reddit so I don't know much about it.
>>980044
Use references, it helps a lot when you are learning","attachment":null,"posted":1712679387},{"board":"3","thread":977313,"pid":980070,"name":"Anonymous","msg":">>979970
Adding to this with another character in the same style.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712684701275111.jpg","filename":"Screenshot_20240410-014152_FunPic.jpg"},"posted":1712684701},{"board":"3","thread":977313,"pid":980091,"name":"Anonymous","msg":"This was going to be a small monster the main characters were going to fight, but I think the head and eyes make him too personal to be a throwaway monster, idk. I like it though.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712699390174354.gif","filename":"bat.gif"},"posted":1712699390},{"board":"3","thread":977313,"pid":980098,"name":"Anonymous","msg":">>980070
my wife","attachment":null,"posted":1712706095},{"board":"3","thread":977313,"pid":980116,"name":"Anonymous","msg":">>980070
what kinda shrooms this bitch been doing","attachment":null,"posted":1712724267},{"board":"3","thread":977313,"pid":980118,"name":"Anonymous","msg":">>980116
The eyes/iris too big or too small? I've heard both criticisms. Doesn't help she isn't rigged yet so the eyelids aren't set somewhere comfy","attachment":null,"posted":1712727777},{"board":"3","thread":977313,"pid":980152,"name":"Anonymous","msg":">>980070
>Every bitch has a septum piercing now.
god, I can't wait for this trend to die. Just fast-forward life about 20 years, so we can escape this accursed septum piercing age.","attachment":null,"posted":1712764364},{"board":"3","thread":977313,"pid":980154,"name":"Anonymous","msg":">>979726
Good point I've done that too now.","attachment":null,"posted":1712767684},{"board":"3","thread":977313,"pid":980155,"name":"Anonymous","msg":">>980152
Clockwork orange got it right. In the future old women will jave colored hair and piercings. Itll be an "old lady thing" like how we see shawls today.","attachment":null,"posted":1712769055},{"board":"3","thread":977313,"pid":980156,"name":"Anonymous","msg":">>980152
Who are you quoting?
I dont know what to tell you man, some people just have those.","attachment":null,"posted":1712770231},{"board":"3","thread":977313,"pid":980158,"name":"Anonymous","msg":">>980155
Old women with coloured hair was popular in Britain for years, especially back when a Clockwork Orange was made. It was almost always blue or a sort of mauve.
Weirdly I used to see it all of the time even when I was young, but you hardly ever see it now.","attachment":null,"posted":1712771491},{"board":"3","thread":977313,"pid":980161,"name":"Anonymous","msg":">>980158
Yeah I dont mean blue haired bouffants. I mean neon green side cuts","attachment":null,"posted":1712773209},{"board":"3","thread":977313,"pid":980208,"name":"Anonymous","msg":">>980152
I used to have one back in the day before the "trend", but after a while I started seeing tons of women with it, and suddenly it just didn't seem like something I wanted to have in anymore.
Like how back in the day those studded belts used to be "cool", but now my brain associates them with fat black women (like it's something you'd see them wearing these days) and now I just can't wear them in good conscience anymore.
I miss 2008 aesthetics. Scene girls had colored hair and piercings, had daddy issues, and a laundry list of made up mental psychoses, but I'd take them over contemporary girls with colored hair and piercings. I mean they're technically the same thing when you really think about it, but I just prefer the good ol days.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712806378380866.jpg","filename":"studded belt.jpg"},"posted":1712806378},{"board":"3","thread":977313,"pid":980210,"name":"Anonymous","msg":">>980005
>>980007
ok, I did a little more modelling. I'm not good with hard surface stuff, so the helmet took some time. And I think there may be some ways to improve it.
The topology pretty much blocked out each element of the helm, so I didn't need to texture it properly. Rather, I just created a texture for each color, and then assigned each element a different material.
Similar deal with the face. I refined the face a bit, so the that the pixelization around the nose is more even with the rest of the face. But I didn't texture it. Just blocked it out with materials. I still set up the UVs for pixel texturing like before though.
I still didn't do the eyes properly. Because I just don't know how to do eyes yet. I really need to learn already.
I worked on the body more too, but that's not really important now.
I also worked on the shader too.
But anyway, the focus here is the way the shading looks all pixelated. I am falling out of love with the idea, now that I've gotten this far. Maybe adding more levels to the shading can make it more appealing. But just having a simply 3 shades isn't really doing it.
However, since I started paying attention to the pixelization of flat shading. I'm starting to "see" with my 3rd eye, how exactly topology affects shading. Like, I could make the shading along the cheeks a lot more smooth if I redid the topology to form a clean edge down the cheeks. Rather that how it is now, with the lines going diagonally along the cheeks, which is causing all the pixelization. That's what all those anime tutorials have been trying to explain. I see it now.
However, shortly after I had that though, I also remembered a trick where you can transfer normals of a ball to create smooth normals long a complex face. So that's what I did. Using the normal edit modifier makes that easy. I used 1 big sphere for the face, and a small one for the nose. Setting both inside of the mesh, you have to keep them relatively center to the affected area.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712808388116646.jpg","filename":"Mega UVs 3.jpg"},"posted":1712808388},{"board":"3","thread":977313,"pid":980225,"name":"Anonymous","msg":"Trying to learn blender to get back into modelling, made this scifi space dwarf hammer, going to practice taking it through substance painter and turn it into a game-ready asset to learn that pipeline a bit.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712832590036524.webm","filename":"output.webm"},"posted":1712832590},{"board":"3","thread":977313,"pid":980267,"name":"Anonymous","msg":">>980225
>space dwarf hammer
>no rocket at the end of it to speed up swings
I am disappointed. Looks good though.","attachment":null,"posted":1712869317},{"board":"3","thread":977313,"pid":980270,"name":"Anonymous","msg":">>980267
The plan is once I get around to texturing the low poly the back grill, and possibly parts of the face will glow purple, and the lore is that the head just becomes immensely heavy on impact, so no rockets required.","attachment":null,"posted":1712870024},{"board":"3","thread":977313,"pid":980287,"name":"Anonymous","msg":">>980270
Your mom's head becomes immensely heavy on impact","attachment":null,"posted":1712879095},{"board":"3","thread":977313,"pid":980339,"name":"Anonymous","msg":"The fuck kind of art board has an image limit of 150?","attachment":null,"posted":1712932934},{"board":"3","thread":977313,"pid":980341,"name":"Anonymous","msg":">>980339
Welcome to 4chan
/po/ and /tg/ can upload pdfs but /3/ can't upload gltf or obj","attachment":null,"posted":1712934069},{"board":"3","thread":977313,"pid":980365,"name":"Anonymous","msg":">>980339
to be fair we also hit bump limit, only it takes ages for the thread to 404 here","attachment":null,"posted":1712958623},{"board":"3","thread":977313,"pid":980368,"name":"Anonymous","msg":">>980341
I think /gd/ can upload PDF as well, SVG too (I think), but I can't remember if SVG is sitewide or not.
It'd be neat to upload models, but I can't see anyone that does the dev for 4chan taking the time to do that (and optionally a viewer) for this little board.
It's a shame we can't get like a plugin/script or something that embeds it+viewer via catbox. Like how on /h/ (/hdg/ specifically) with a greasemonkey script you can upload via catbox with a button next to the file, and the script automatically links it with generation info and stuff.
Not to mention they have hyuuuge image limits. It ain't fair, and there's no one to fix it. /3/ isn't dead, but we sure are the kids that go to class outside of the school in the little "annex" that's just a fucking trailer. /3/ is the trailer kids.","attachment":null,"posted":1712963618},{"board":"3","thread":977313,"pid":980436,"name":"Anonymous","msg":">>980368
SVG isn't available anywhere. I would use /gd/ if it was, honestly.
>/3/ is the trailer kids
I don't see genuine counterculture anywhere else on the internet except on /3/ and /v/'s fanart/music/gamedev threads. If /3/ could upload gltf it would probably lead to a 3D forum renaissance.","attachment":null,"posted":1713036790},{"board":"3","thread":977313,"pid":980445,"name":"Anonymous","msg":">>977313
NEW THREAD
>>980444
>>980444
>>980444
>>980444","attachment":null,"posted":1713043576},{"board":"3","thread":977313,"pid":981224,"name":"Anonymous","msg":">>977321
>>977994
>>978079
>>978154
>generic enemy NPC for my wannabe game
Oh my god man what a waste... you could sell this guy on gumroad as a VRChat avatar for 45$ and make more off of it than with whatever you had in mind. Boarguy is rather hot!!~","attachment":null,"posted":1713714803},{"board":"3","thread":977313,"pid":982027,"name":"Anonymous","msg":">>979674
Post slow-motion.
What you need is slow motion as the bike enters the shot. As soon as the whole bike is in view drop to 2x slow-motion for a few seconds showing the chrome reflections on his wheel alloys. Then bam the whole thing returns to normal speed and you can see the bike darting into the horison.","attachment":null,"posted":1714482510}]}
{"title":"How do I rip fortnite models and put them into blender?","posts":[{"board":"3","thread":972894,"pid":972894,"name":"Anonymous","msg":"I'm trying to rip fortnite models I can put it into blender because I want to make some funny shit. There's this dude that runs a discord where he has a fortnite ripper program but I don't know if I trust that shit.
Sorry for the dumb question, it's just everything I tried looking up just sends me to this guy's discord to download his shit. Does anyone happen to know if it's safe?","attachment":{"attachment_url":"https://i.4cdn.org/3/1706988057693749.jpg","filename":"_104494527_f8bea9a3-b57f-4c5f-920f-197749feb263.jpg"},"posted":1706988057},{"board":"3","thread":972894,"pid":972908,"name":"Anonymous","msg":"Use VirusTotal","attachment":null,"posted":1706997424},{"board":"3","thread":972894,"pid":972924,"name":"Anonymous","msg":">>972894
>>972908 this,
Also test it on a VM without internet connection first","attachment":null,"posted":1707000207},{"board":"3","thread":972894,"pid":972934,"name":"Anonymous","msg":">>972908
>>972924
So I used Virustotal and also scanned it with my own anti-virus and it was detected as malicious by one anti-virus, SecureAge. I don't know if that means it's unsafe or not because everything else didn't detect it as malicious.","attachment":null,"posted":1707013769},{"board":"3","thread":972894,"pid":972935,"name":"Anonymous","msg":">>972934
>Download file named "Virus..."
>It's a virus
wtf","attachment":null,"posted":1707013999},{"board":"3","thread":972894,"pid":972936,"name":"Anonymous","msg":">>972935
No, Virustotal is a website that checks and sees if something is malicious by running it through multiple anti-virus. The file I checked was FortnitePorter","attachment":null,"posted":1707014192},{"board":"3","thread":972894,"pid":972937,"name":"Anonymous","msg":">>972936
Sorry, speedread the thread. Pretty sure Deviant Art has Fortnite models if you can get the XPS importer.","attachment":null,"posted":1707014532},{"board":"3","thread":972894,"pid":977148,"name":"Anonymous","msg":">>972894
>I want to make some funny shit
You're not foolijg anyone, you mean porn","attachment":null,"posted":1710069648},{"board":"3","thread":972894,"pid":981202,"name":"Anonymous","msg":">>972894
get them from smutbase","attachment":null,"posted":1713684310}]}
{"title":null,"posts":[{"board":"3","thread":969823,"pid":969823,"name":"Anonymous","msg":"tutorial GOAT. bob ross of 3D
so many of these tutorial people are unpleasant to listen to. having a nice voice is more important than indepth autistic knowledge, especially at the beginning stages when most of the information is variations of the same shit.","attachment":{"attachment_url":"https://i.4cdn.org/3/1704735810822378.jpg","filename":"OIP.jpg"},"posted":1704735810},{"board":"3","thread":969823,"pid":969825,"name":"Anonymous","msg":"Hey, Grant. Love your work!","attachment":null,"posted":1704738416},{"board":"3","thread":969823,"pid":969836,"name":"Anonymous","msg":">>969823
Underrated guy, while the donut scam is famous.","attachment":null,"posted":1704747694},{"board":"3","thread":969823,"pid":969841,"name":"Anonymous","msg":">>969836
The good toil in obscurity while the minions of satan are exalted by the world","attachment":null,"posted":1704750077},{"board":"3","thread":969823,"pid":970002,"name":"Anonymous","msg":">>969841
He is happy.","attachment":{"attachment_url":"https://i.4cdn.org/3/1704862352842285.png","filename":"goat.png"},"posted":1704862352},{"board":"3","thread":969823,"pid":970306,"name":"Anonymous","msg":"is it worth buying some of the courses? they're all on sale right now, so. just not sure if he keeps them updated with later versions of blender
I'd say I'm an intermediate right now. I know how to texture paint, UV unwrap, mark seams, use modifiers etc but nothing too crazy, all self taught via a bunch of youtube videos on mostly low poly modelling
also wondering if it's worth getting something like the Blender Character Creator v2.0 AND Low Poly Characters: Blender Bite Sized Course, when the former will probably cover it all anyway
pic is just some bullshit to grab your attention","attachment":{"attachment_url":"https://i.4cdn.org/3/1705111090816991.png","filename":"Screenshot (13123).png"},"posted":1705111090},{"board":"3","thread":969823,"pid":970323,"name":"Anonymous","msg":"hows his rigging video, i wanna rig my coom models for shorts","attachment":null,"posted":1705124752},{"board":"3","thread":969823,"pid":970357,"name":"Anonymous","msg":">>969823
>>969836
I started blender 2 days ago and did his tutorial with the planet and thought that the donut tutorial I abandoned few years ago was more complete
Are there specific tutorials that you guys reallyenjoyed?","attachment":null,"posted":1705155387},{"board":"3","thread":969823,"pid":970395,"name":"Anonymous","msg":">>970306
>Blender Character Creator v2.0
I don't know about these two courses, I only took the basic and animation courses, but it is cheap like 10 dollars, so why not?
>>970323
I don't know about the video, but the animation course is good, better than I expected.
>>970357
Follow the virtuous path with the rest of Grant's Videos, to low poly, modeling, and rigging.","attachment":null,"posted":1705186976},{"board":"3","thread":969823,"pid":970657,"name":"Anonymous","msg":">>969823
this cunt needs to get his teeth sorted","attachment":null,"posted":1705355674},{"board":"3","thread":969823,"pid":970659,"name":"Anonymous","msg":">>970657
Cunts don't have teeths, are you a virgin or something? Have you ever seen a vagina in real life","attachment":null,"posted":1705355951},{"board":"3","thread":969823,"pid":970661,"name":"Anonymous","msg":">>969823
Does he have some sort of tutorial about workflow? I have heard that workflow is really important to cg art","attachment":null,"posted":1705356266},{"board":"3","thread":969823,"pid":970668,"name":"Anonymous","msg":">>970659
Vagina dentata","attachment":null,"posted":1705360158},{"board":"3","thread":969823,"pid":970669,"name":"Anonymous","msg":">>970661
the ideal workflow consists of the least amount of work possible
1 % work, 99% flow
I think things, and they happen","attachment":null,"posted":1705360364},{"board":"3","thread":969823,"pid":970705,"name":"Anonymous","msg":">>970669
thanks a lot anon, I dont know what /3/ has against workflow, are they scared of learning something new?","attachment":null,"posted":1705381429},{"board":"3","thread":969823,"pid":971115,"name":"Anonymous","msg":">>970669
how does one learn this power","attachment":null,"posted":1705685156},{"board":"3","thread":969823,"pid":972940,"name":"Anonymous","msg":">>970705
I am, I just watch "How to do X in 5 minutes" type of videos","attachment":null,"posted":1707021470},{"board":"3","thread":969823,"pid":973754,"name":"Anonymous","msg":">>969823
I’m a Speedchar man","attachment":null,"posted":1707745221},{"board":"3","thread":969823,"pid":973775,"name":"Anonymous","msg":">>973754
based, speedchar is my favorite 3d youtuber by a considerable margin right now","attachment":null,"posted":1707758854},{"board":"3","thread":969823,"pid":975804,"name":"Anonymous","msg":">>969823
Where can I find some of these "in depth autistic knowledge" tutorials?? (i would like to find some video siries/books to dunk my head into for a couple of months)","attachment":null,"posted":1709034586},{"board":"3","thread":969823,"pid":976816,"name":"Anonymous","msg":">>973754
>Speedchar
chad in my book","attachment":null,"posted":1709799925},{"board":"3","thread":969823,"pid":976939,"name":"Anonymous","msg":">>969823
who's the guy?","attachment":null,"posted":1709924074},{"board":"3","thread":969823,"pid":976960,"name":"Anonymous","msg":">>969823
I respect this dude cause he can squirt a nice water fountain through his teeth","attachment":null,"posted":1709939876},{"board":"3","thread":969823,"pid":977331,"name":"Anonymous","msg":">>976939
Grant Abbitt on YouTube.","attachment":null,"posted":1710177080},{"board":"3","thread":969823,"pid":977686,"name":"Anonymous","msg":">>970357
I liked this one, it's good for a beginner.
https://www.youtube.com/watch?v=nsTjnQ067sw","attachment":null,"posted":1710444835},{"board":"3","thread":969823,"pid":978609,"name":"Anonymous","msg":"https://youtu.be/G304v9-IjdM
Our guy came with a story of overcoming today, I almost cried here.","attachment":null,"posted":1711296411},{"board":"3","thread":969823,"pid":978725,"name":"Anonymous","msg":">>969823
currently doing his tutorial on character creation, pretty good starting point. Any recommendations where to go from there?","attachment":null,"posted":1711426071},{"board":"3","thread":969823,"pid":978829,"name":"Anonymous","msg":">>978725
Julien Kaspar's Character Workflow on Blender Cloud/Blender Studio.","attachment":null,"posted":1711504073},{"board":"3","thread":969823,"pid":979804,"name":"Anonymous","msg":">>978609
i feel bad for this guy. for all the hype this film got, only 80k views in 9 days is an objective failure, especially for his channel size and for how much shilling this film has had from other creators like grant, p2design, smeaf, etc. honestly it's kinda boring and slow paced and seems to be targeted to kids. which is weird coming from a guy who's made jiggle physics tutorials, something tells me his audience isn't in grade school. but at least he accomplished something, unlike me kek","attachment":null,"posted":1712417411},{"board":"3","thread":969823,"pid":979898,"name":"Anonymous","msg":">>969823
I wish Adobe didn't lock my pirated Photoshop copy. the things I would do to this motherfucker's smile...","attachment":null,"posted":1712511343},{"board":"3","thread":969823,"pid":979899,"name":"Anonymous","msg":">>979898
Buy Affinity before it becomes subscription based. It works just like Photoshop including the plugins. The same money you spend on Photoshop can be spent to save 10000000% more on Affinity.","attachment":null,"posted":1712516193},{"board":"3","thread":969823,"pid":979901,"name":"Anonymous","msg":">>979899
yeah I was thinking that but I keep putting it off because I'm too lazy to learn new UI.. but buying it just in case it becomes subscription only isn't a bad idea","attachment":null,"posted":1712518180},{"board":"3","thread":969823,"pid":979952,"name":"Anonymous","msg":">>978609
>>979804
I think it was simply underwhelming. You hear about this magnum opus film five-plus years in the making, and it's... blob shapes that aren't even rigged. Disappointing.","attachment":null,"posted":1712575214}]}
{"title":null,"posts":[{"board":"3","thread":973933,"pid":973933,"name":"Anonymous","msg":"You there anon who works with UE4
How do i fix these blocky shadows? looks something with their resolution
i already tried those commands:
>r.Shadow.CSM.TransitionScale
>r.Shadow.FadeExponent
>r.Shadow.DistanceScale (seems to increase visibility but lowers overall resolution from closer pov)
>r.Shadow.RadiusThreshold (dont changes anything)
Its dynamic shadow using one point of lighting from the window.","attachment":{"attachment_url":"https://i.4cdn.org/3/1707860171049593.jpg","filename":"19284547102315.jpg"},"posted":1707860171},{"board":"3","thread":973933,"pid":973974,"name":"Anonymous","msg":">>973933
Why don't you use cycles?","attachment":null,"posted":1707875559},{"board":"3","thread":973933,"pid":973976,"name":"Anonymous","msg":">>973933
>Doesnt know how lightning works
Gitgud","attachment":null,"posted":1707876563},{"board":"3","thread":973933,"pid":973979,"name":"Anonymous","msg":"upgrade to UE5/lumen
(unironically)","attachment":null,"posted":1707881994},{"board":"3","thread":973933,"pid":973983,"name":"Anonymous","msg":">>973933
sorry, I use UE5","attachment":null,"posted":1707888347},{"board":"3","thread":973933,"pid":974013,"name":"Anonymous","msg":"I simply live with the blocks","attachment":null,"posted":1707927067},{"board":"3","thread":973933,"pid":974036,"name":"Anonymous","msg":">>973933
just enable ray tracingb ro","attachment":null,"posted":1707944297},{"board":"3","thread":973933,"pid":975470,"name":"Anonymous","msg":">>973933
Depending on the glass the light goes through, it can look very much like your pic","attachment":{"attachment_url":"https://i.4cdn.org/3/1708788881716349.jpg","filename":"17087888191582628963540602223954.jpg"},"posted":1708788881},{"board":"3","thread":973933,"pid":975497,"name":"Anonymous","msg":">>973933
prolly this my guy. in cg you usually want the abolity to alter how drastically the shadows fade from sharp to soft like they do with real lights and the sun. 1.2 is the typicaly number that works beat for a directional light in maya to appear sun-like.","attachment":{"attachment_url":"https://i.4cdn.org/3/1708796757189907.jpg","filename":"IMG_2020.jpg"},"posted":1708796757},{"board":"3","thread":973933,"pid":979865,"name":"Anonymous","msg":">>973979
Suggests to not learn optimization","attachment":null,"posted":1712481529}]}
{"title":"game","posts":[{"board":"3","thread":974881,"pid":974881,"name":"Anonymous","msg":"Hello, ive been working on game on my free time doing models, animations and levels, problem is im not able to find a programmer for this to work with revenue share. Yes i know its hard to find people to spend time in an unpaid project and yes i know my models aren't AAA but in my opinion they look decent.
I have been looking for programmers on reddit and most of the time the just end up quitting after a while
Basic game loop is similar to Deep rock galactic and Lethal company, pretty easy to work with them and popular Hiring one is impossible for me now.
Should i keep working on it and then try to find someone? is it even worth working on it ??
Some images: https://imgur.com/a/siqaPl6
sorry for bad English
thanks in advance","attachment":{"attachment_url":"https://i.4cdn.org/3/1708457064968448.png","filename":"5xTnRf7 - Imgur.png"},"posted":1708457064},{"board":"3","thread":974881,"pid":974883,"name":"Anonymous","msg":"I'll do it but I'll take a 90:10 split in my favour. I think that accurately represents the workload.","attachment":null,"posted":1708457693},{"board":"3","thread":974881,"pid":974884,"name":"Anonymous","msg":">>974883","attachment":{"attachment_url":"https://i.4cdn.org/3/1708457997040109.gif","filename":"nuh-uh-beocord.gif"},"posted":1708457997},{"board":"3","thread":974881,"pid":974885,"name":"Anonymous","msg":">>974881
Honestly, you need to pay people money for their time. Rent/bills/life costs money.
Just because you can live without those things, doesn't mean others can.","attachment":null,"posted":1708458175},{"board":"3","thread":974881,"pid":974886,"name":"Anonymous","msg":">>974885
thanks, i never had thought about that","attachment":null,"posted":1708458519},{"board":"3","thread":974881,"pid":974888,"name":"Anonymous","msg":">>974886
Sometimes, you have to roll up your sleeves and do all the work yourself. Sometimes, it's super fucking hard and borderline discouraging but you need to wear multiple hats to get your vision done.","attachment":null,"posted":1708459216},{"board":"3","thread":974881,"pid":974890,"name":"Anonymous","msg":">>974881
Hey OP. I'm real.
I've been working on my own games for a couple of years. Doing EVERYTHING by myself. Models, animations, textures, and programming. If you want help or to collaborate I'm interested.
I might have already coded solutions to problems you have and I am not so tight lipped I won't share.","attachment":{"attachment_url":"https://i.4cdn.org/3/1708460256457013.webm","filename":"airattacks.webm"},"posted":1708460256},{"board":"3","thread":974881,"pid":974997,"name":"Anonymous","msg":">>974881
Might just be worth buckling down and doing it yourself. The beginning parts at least.
I think programmers are much more willing to commit to a project when there's at least some semblance of a vertical slice they can sink their teeth into, and get them interested in seeing it through.
Doesn't have to be super polished or competent programming, just like an artist can look at a sketch and envision the final product, I'm sure a programmer worth their salt can get the main idea of a crappy vertical slice and envision how the game should ultimately play and be coded.
Money obviously doesn't hurt either. If you can somehow get someone on board for the interim without pay for a month or two, and try to drum up interest to part schmucks from their money on Patreon, that might be a way to keep money rolling in to pay for production. If that's not an option, you're just gonna have to pay out of pocket.
If you do end up going the vertical slice route, you might just find that you've learned enough to just keep going yourself. Maybe even hybridize the ideas, make a Patreon, or put it in early access and then bring on another programmer with the money and shift back over to 3d or continue programming.","attachment":null,"posted":1708495474},{"board":"3","thread":974881,"pid":975030,"name":"Anonymous","msg":">>974881
just have an autistic high-school friend, bro!","attachment":null,"posted":1708543018},{"board":"3","thread":974881,"pid":975263,"name":"Anonymous","msg":">>974890
would you be able to do things like inventory systems, weapon switching, shooting, button presses etc.....
or maybe can show some of your work
if yes then we can chat on discord","attachment":null,"posted":1708676918},{"board":"3","thread":974881,"pid":975264,"name":"Anonymous","msg":">>974997
yeah but its gonna take so long to learn programming
might get lucky with the patreon way doe","attachment":null,"posted":1708677014},{"board":"3","thread":974881,"pid":975282,"name":"Anonymous","msg":">>975263
Yeah my game has all of that. Swapping skinned meshes for different clothing and armor, different weapon types with different animations. There are also buttons.","attachment":null,"posted":1708695290},{"board":"3","thread":974881,"pid":975634,"name":"Anonymous","msg":">>975282
Got discord?","attachment":null,"posted":1708883546},{"board":"3","thread":974881,"pid":975664,"name":"Anonymous","msg":">>975634
Before we move in together we can talk here.
What are your specific problems? And also what platform are you working on and what programming language do you work in?","attachment":null,"posted":1708901561},{"board":"3","thread":974881,"pid":975687,"name":"Anonymous","msg":">>974890
I want to play your game Anon","attachment":null,"posted":1708909462},{"board":"3","thread":974881,"pid":975710,"name":"Anonymous","msg":">>975664
Besides some simple code there is nothing done at all on the programming side
Using unity and c# for pc","attachment":null,"posted":1708934454},{"board":"3","thread":974881,"pid":975720,"name":"Anonymous","msg":">>975710
That's helpful. I am also working in unity and using c#.
What kind of items do you need to track in your inventory? Not like "what is the item" but i have 2 kinds of items in mine. Generic and unique. Every health potion is the same. In my system all i need to keep track of is which item type iy is and how many the player possesses. The unique items all have to be tracked individually. The player might have 3 "iron sword" but each has different upgrades on it so they need different representation in the data.","attachment":null,"posted":1708951310},{"board":"3","thread":974881,"pid":975739,"name":"Anonymous","msg":">>974881
if you are capable with that art then you are capable of learning programming too. Just do it. Make simple games with one system. Then make a game combining those systems.","attachment":null,"posted":1708968870},{"board":"3","thread":974881,"pid":975744,"name":"Anonymous","msg":">>975739
Cris does that all the time.","attachment":null,"posted":1708972221},{"board":"3","thread":974881,"pid":975745,"name":"Anonymous","msg":">>975720
eyo sorry for he late replies
there are propably somewhere to 12 unique ones and the rest of the itemes are resources, craftable etc.. these are a bunch 20+ maybe
>>975739
Thanks but that would be impossible for the limited time i get","attachment":null,"posted":1708972304},{"board":"3","thread":974881,"pid":975750,"name":"Anonymous","msg":">>975745
So what i did was creat an "Item" class that held all the data every item would have. For me that was a name, value, weight, and an icon. Then particular items like crafting materials, clothing, consumables, etc had their own classes descended from the item class. All of the items were held in arrays held in a globally accessible object.
The actual player inventory is arrays of a class that just holds 2 integers. One int is the index for the item and the other was the quantity of that item the player posessed.","attachment":null,"posted":1708980153},{"board":"3","thread":974881,"pid":975838,"name":"Anonymous","msg":">>975750
incase you're super duper newb.
You know how when you make variables in unity they pop up in the inspector?
like yout type:
>public int money = 0;
and in the inspector on that component now there's a little number box called "Money". You can make your own thingies to put in that list. They're called "Classes"
So if you make a new c# script in unity it automatically types a bunch of shit. Up near the top there's like
>public class MyScriptName : MonoBehavior {
the "MonoBehavior" is another class which your script is <inheriting> from. So your new class has all the special properties of a monobehavior automatically. And if anyone needs to talk to a monobehavior they know how to talk to your new script.
What you can do is replace "monobehavior" with "System.Object"
"System" is a box of special objects that belong to the operating system. The unsexiest most generic things. The "Object" class is the most generic type there is. So when your class inherits from the object class you're making a brand new thing defined by you.
One extra thing is to add a little market that let's unity know this is the kind of thing we want to show up in the inspector, right before the class definition.
So try this out (remember to delete the update and start functions)
>[System.Serializable] //this lets unity know to print it out in the inspector
>public class Item : System.Object {
> public string name = '';
> public int price = 0;
> public float weight = 0f;
>}
Save that as it's own file called "Item.cs"
In another script, call it "Inventor.cs" just below the line
>public class Item : monobehavior
put:
> public Item[] inventory;
save it, let it compile, and in the inspector on the object you added it to will be a drop down and a box asking how many "elements" there are. Just type any number and you'll get a list of Item drop downs that have within them out name/price/weight variables.","attachment":null,"posted":1709059617},{"board":"3","thread":974881,"pid":979980,"name":"Anonymous","msg":"this eclipse bussin fr fr","attachment":null,"posted":1712604480}]}
{"title":"Revit question","posts":[{"board":"3","thread":975628,"pid":975628,"name":"Anonymous","msg":"redditors are niggers and removed my post without explanation so here I am
how do I do it, bros?","attachment":{"attachment_url":"https://i.4cdn.org/3/1708880057881707.png","filename":"redditcringe.png"},"posted":1708880057},{"board":"3","thread":975628,"pid":975665,"name":"Anonymous","msg":"This is a highly niche question that is unlikely to get help, but I wanted you to know I saw your thread and honestly tried to look up the answer.
You're not alone. You're real. We're real.","attachment":null,"posted":1708901746},{"board":"3","thread":975628,"pid":975667,"name":"Anonymous","msg":">>975628
You deserve to get no real answers","attachment":null,"posted":1708902988},{"board":"3","thread":975628,"pid":975709,"name":"Anonymous","msg":">>975665
thanks, anon
>>975667","attachment":null,"posted":1708932859},{"board":"3","thread":975628,"pid":976144,"name":"Anonymous","msg":">>975628
I'm confused at this question. Can you be a little more specific? I think I can help.","attachment":null,"posted":1709256881},{"board":"3","thread":975628,"pid":976469,"name":"Anonymous","msg":"I got you bro, open up a 3D view in Revit. Go to Insert tab then Link CAD, a file view will pop up see attached image, then in the place at box select your level and hopefully it will show up, sometimes you need to fuck around with positioning type and manually drop it somewhere, sometimes you gotta change the import units cause idk. Use the align tool, AL on keyboard to line that shit up.
Fuck Reddit","attachment":{"attachment_url":"https://i.4cdn.org/3/1709505599496139.png","filename":"Screenshot 2024-03-04 093442.png"},"posted":1709505599},{"board":"3","thread":975628,"pid":976471,"name":"Anonymous","msg":">>976469
Also change layers and levels if you need to hide shit that's been hidden in the CAD.","attachment":null,"posted":1709506266},{"board":"3","thread":975628,"pid":980450,"name":"Anonymous","msg":">>975628
Go into autocad and wblock all levels as individual dwg files. Move all the object to 0,0.
Go into a revit floor plan view and link cad (not insert cad) each dwg file to their respective level. position origin to internal origin and deselect correct lines that are slightly off axis. make sure your project base point isn't in the stratosphere.","attachment":null,"posted":1713046112},{"board":"3","thread":975628,"pid":980458,"name":"Anonymous","msg":">>975628
You didn't ask copilot for help but instead waited for hours on /3/ of all places for some anon to help you? Lmao. Asking questions without showing you even tried tells a lot about you as a person.","attachment":null,"posted":1713049693}]}
{"title":"Weird issue in Maya","posts":[{"board":"3","thread":977226,"pid":977226,"name":"Anonymous","msg":"Don't know if it's because I cracked it or because of Advanced Skeleton or because of some weird shit I did
When I change the value of a control in the channel box, it moves the connected joints correctly. But moving the same control in the viewport doesn't do anything.
Why is that?","attachment":{"attachment_url":"https://i.4cdn.org/3/1710102115919878.webm","filename":"untitled.mb_ - Autodesk MAYA 2024_ C__Users_Soulaiman_Documents_maya_projects_default_untitled.mb --- IKArm_L 2024-03-10 20-13-24.webm"},"posted":1710102115},{"board":"3","thread":977226,"pid":977235,"name":"Anonymous","msg":">>977226
Idk","attachment":null,"posted":1710107874},{"board":"3","thread":977226,"pid":977318,"name":"Anonymous","msg":"Time to reinstall Maya I guess, I’ll go for the 2023 this time. The weird thing about it is that I can’t find anyone who has experienced the same issue","attachment":null,"posted":1710162294},{"board":"3","thread":977226,"pid":977359,"name":"Anonymous","msg":">>977226
It's likely a viewport option","attachment":null,"posted":1710205263},{"board":"3","thread":977226,"pid":977365,"name":"Anonymous","msg":">>977226
are you willing to share the file?","attachment":null,"posted":1710208646},{"board":"3","thread":977226,"pid":977455,"name":"Anonymous","msg":"Might be stupid to say, but I'm guessing you already tried restarting the program? Whenever Maya does some nonsensical bullshit like that I usually just have to re-open the file.","attachment":null,"posted":1710277763},{"board":"3","thread":977226,"pid":977456,"name":"Anonymous","msg":"If you cant afford Maya, upgrade to Blender. Its free for any use including commercial use at any scale.","attachment":null,"posted":1710278145},{"board":"3","thread":977226,"pid":977457,"name":"Anonymous","msg":">>977226
Did you try to rebind it because it looks like you forgot to rebind it.","attachment":null,"posted":1710278229},{"board":"3","thread":977226,"pid":977667,"name":"Anonymous","msg":"It was a tool options all this time. Preserve children was enabled... Sorry.","attachment":null,"posted":1710430887},{"board":"3","thread":977226,"pid":977684,"name":"Anonymous","msg":">>977667
Fuck, if I remembered that option messing up one of my rigs. I could have helped you with that if I remembered it. Came across it a while ago.","attachment":null,"posted":1710443671},{"board":"3","thread":977226,"pid":978438,"name":"Anonymous","msg":">>977226
How is the controller moving the IK. Is it with an expression? Expressions can be set to update on different ques. Try moving the control via the handle, setting a keyframe, and pressing play. If it suddenly starts moving the update time is the problem. One of the options is "always"
If it still doesn't work then the problem could be that you have multiple objects within the controller and you're not moving what you think you're moving when you use the handle or the channel.","attachment":null,"posted":1711131779},{"board":"3","thread":977226,"pid":978444,"name":"Anonymous","msg":">>977226
>can't troubleshoot their own project.
Lmao artists literally have no brain whatsoever.","attachment":null,"posted":1711141481},{"board":"3","thread":977226,"pid":978475,"name":"Anonymous","msg":">>978444
smart ass here cant even read the thread to see OP solved his own problem.","attachment":null,"posted":1711160693},{"board":"3","thread":977226,"pid":978599,"name":"Anonymous","msg":">>977226
how to download from autodesk?
they make you give them your phone number, fuck that shit!!","attachment":null,"posted":1711280264},{"board":"3","thread":977226,"pid":979731,"name":"Anonymous","msg":">>977226
Go to tool option
(hammer icon)
reset settings for move tool or disable the "preserve children" option, you might also be in tweak mode.
guessing from AS use, you wanted to move one bone without affecting others. that might be the issue here.","attachment":null,"posted":1712347254},{"board":"3","thread":977226,"pid":979759,"name":"Anonymous","msg":"Is 3ds max better than blender?","attachment":null,"posted":1712371947}]}
{"title":"/beg/ - Beginner's General","posts":[{"board":"3","thread":977728,"pid":977728,"name":"Anonymous","msg":"/beg/ - Beginner's General -
Free chicks edition
Previous thread: >>960431
Last thread was a success and reached img limit, guess it'll be helpful to continue.
Beginners, feel free to post any questions, issues, projects, or anything you want looked at here. There's no stupid questions, we were all beginners once.
Other anons that are willing to try and help out (if you want), explain things as simply as you can, and try to be patient with the people just getting started.
Going by the OP of the last thread,
>You are a beg for at least 2 years, depending on software.
This also might be helpful for anons just starting out and want to know some different places to get textures and other resources.
List of free resources: https://pastebin.com/cZLVnNtB
Feel free to check out some of the other generals as well
Works in Progress: >>977313
Questions Thread: >>966806
3dsMax General: >>976654
Blender General: >>973562
Let's get this party started.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710474304376259.jpg","filename":"Money for Nothing.jpg"},"posted":1710474304},{"board":"3","thread":977728,"pid":977732,"name":"Anonymous","msg":">>977728
maybe a dumbass question but is there a way to make your settings default and persist every time you open a new project in blender? for example I like having the gizmo out, for several reasons. I'd like being able to just have it out by default instead of having to enable it every time I start a new file, among other small options I like. tried rooting around the preferences menu but that place is a mess honestly","attachment":null,"posted":1710475206},{"board":"3","thread":977728,"pid":977739,"name":"Anonymous","msg":">>977732
Set up Blender how you want it, then go to File>Defaults>"Save Startup File"
I also recommend saving that file as its own "Startup.blend" file, just in case shit goes fucky when you update or something. That way if your defaults don't get loaded in the future you can just load up the startup file, and set the defaults again the same way. Just you know, make sure to start a new file after you load that startup.blend, so you don't start working on that file and accidentally save your project over it.
I may or may not have done that a few times.","attachment":null,"posted":1710480290},{"board":"3","thread":977728,"pid":977754,"name":"Anonymous","msg":"Why did you choose this awful OP image that doesn't reflect beginner work?","attachment":null,"posted":1710512375},{"board":"3","thread":977728,"pid":977758,"name":"Anonymous","msg":">>977754
Based reply, those models were excellently stylized, especially considering the technology at the time and the limited expertise people had.","attachment":null,"posted":1710514794},{"board":"3","thread":977728,"pid":977759,"name":"Anonymous","msg":">>977758
its not beginners work. When we want a op pic for /beg/ you want a beginners model.
Its tradition.","attachment":null,"posted":1710514909},{"board":"3","thread":977728,"pid":977762,"name":"Anonymous","msg":"In blender: How do I mark some areas like a hand or torso with a color. I saw that in some videos.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710518501927505.gif","filename":"1691918902984220.gif"},"posted":1710518501},{"board":"3","thread":977728,"pid":977778,"name":"Anonymous","msg":">>977695
thanks that relieves a lot of pressure. i was asking cus i feel like it took me an extremely long time to make this cloud so i just didn't know if there was something wrong with me","attachment":{"attachment_url":"https://i.4cdn.org/3/1710523451587356.png","filename":"flying nimbus.png"},"posted":1710523451},{"board":"3","thread":977728,"pid":977784,"name":"Anonymous","msg":"r8 my ear
I don't like being super strict with following tutorials, added an extra loop cut indicated by the arrows to give it a little more definition but idk if that's gonna do anything in the long run. characters hair is gonna cover it regardless.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710530444510964.png","filename":"ear.png"},"posted":1710530444},{"board":"3","thread":977728,"pid":977793,"name":"Anonymous","msg":">>977754
>>977758
>>977759
I'm not a beginner, so I didn't have beginner art, and didn't want to single someone out from the last thread.
Instead, I chose something close to the "beginning" of 3d. I don't think they were beginners by any means (in fact they were experts in their fields), but early 3d did have that same kind of pioneering spirit that beginners tend to have, where they try new things in novel ways and see what sticks. Simply because the path isn't laid out in front of them.","attachment":null,"posted":1710535672},{"board":"3","thread":977728,"pid":977795,"name":"Anonymous","msg":">>977759
>When we want a op pic for /beg/ you want a beginners model.
>Its tradition.
Hard to say it's "tradition" as well, when the previous thread was the first instance of a /beg/ thread on /3/. Not much of a "tradition" to pick up from. There's been beginner threads before, but never a full on general that's continued in perpetuity like other threads.","attachment":null,"posted":1710535912},{"board":"3","thread":977728,"pid":977799,"name":"Anonymous","msg":"How do I finish stuff.","attachment":null,"posted":1710539558},{"board":"3","thread":977728,"pid":977800,"name":"Anonymous","msg":">>977799
You say "eh, good enough" and then start something else.","attachment":null,"posted":1710540569},{"board":"3","thread":977728,"pid":977866,"name":"Anonymous","msg":"I'm interested in learning blender with intent to make ps2 style cinematics like pic related. Is there a tutorial for achieving that weird, grainy muddy look? Maybe I just don't know the right keywords but I tried searching PS2 cinematic tutorials on youtube but all I'm getting are vids about low poly retro style gameplay models.
Vid related is the look and feel I'm trying to achieve.
https://www.youtube.com/watch?v=HAD7NGKUB7I&t=2s","attachment":{"attachment_url":"https://i.4cdn.org/3/1710602211984508.png","filename":"armored core 3 intro.png"},"posted":1710602211},{"board":"3","thread":977728,"pid":977882,"name":"Anonymous","msg":"anyone know how I can get dimetric projection renders set up?
I can get isometric (or at least think it's isometric), but dimetric was more commonly used in games which is what I need it for
you'd think it'd be as easy as entering the angles in the camera values, but it doesn't seem that way. watching videos on it and researching it really didn't help much","attachment":{"attachment_url":"https://i.4cdn.org/3/1710608048305364.png","filename":"Graphical_projection_comparison.png"},"posted":1710608048},{"board":"3","thread":977728,"pid":977892,"name":"Anonymous","msg":">>977882
Orthographic camera plus this camera rotation is isometric.
If you change the X rotation, it becomes dimetric.
If you also change the z rotation, it becomes trimetric.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710612891305508.png","filename":"Screenshot from 2024-03-16 19-11-19.png"},"posted":1710612891},{"board":"3","thread":977728,"pid":977896,"name":"Anonymous","msg":"","attachment":{"attachment_url":"https://i.4cdn.org/3/1710616083672432.png","filename":"suzanne.png"},"posted":1710616083},{"board":"3","thread":977728,"pid":977897,"name":"Anonymous","msg":">>977882
crazy, I was actually just watching a vid that mentioned this. about 1:45 in he talks about dimetric perspective and provides the exact numbers he used for it.
https://www.youtube.com/watch?v=fRdTeZFB0xA","attachment":null,"posted":1710616431},{"board":"3","thread":977728,"pid":977910,"name":"Anonymous","msg":">>977866
If you haven't started using the program and have no clue how it works, showing you a tutorial on this exact style won't help you.
Spend a few months learning, then come back and give it a go.","attachment":null,"posted":1710623857},{"board":"3","thread":977728,"pid":977928,"name":"Anonymous","msg":">>977910
Can't you just give it to me now so I can save it and revolve my studies around it?","attachment":null,"posted":1710643531},{"board":"3","thread":977728,"pid":977930,"name":"Anonymous","msg":">>977866
>is there a tutorial on how to make industry products with no experience?
No. You need years of experience. There are no shortcuts. If you want it, you need to put in the actual work.
"Cris", a namefag troll, has been looking for shortcuts for various things for over ten years, and is still at a beginner level.","attachment":null,"posted":1710646540},{"board":"3","thread":977728,"pid":977951,"name":"Anonymous","msg":"Looked through the sticky, couldn’t find specifics regarding premade assets
Are there any good websites besides cgtraders and turbosquid for premade assets? Specifically sci fi vehicles?
I’m working on retexturing stuff to see how to render out unlit textures,","attachment":{"attachment_url":"https://i.4cdn.org/3/1710656773751535.jpg","filename":"IMG_3306.jpg"},"posted":1710656773},{"board":"3","thread":977728,"pid":977964,"name":"Anonymous","msg":">>977951
>This also might be helpful for anons just starting out and want to know some different places to get textures and other resources.
>List of free resources: https://pastebin.com/cZLVnNtB
Did you just not read the OP or what?","attachment":null,"posted":1710664311},{"board":"3","thread":977728,"pid":977998,"name":"Anonymous","msg":">>977866
As far as I'm aware, most PS2 games used Softimage for their assets, which would have included the prerendered video clips. What you're really looking for isn't the PS2 cinematic style, but the Softimage style from the PS2 era. You could decide to be hipster-y and just use an old version of Softimage inside a virtual machine to make whatever it is you want to make, or you could do some research on how Softimage and old programs worked, like their shaders, lighting systems, etc. so you can replicate the look in Blender. I may recommend the latter, because as someone who occasionally likes to mess around with old programs, I can say firsthand that they can be a pain to work with, though I don't know about Softimage specifically. Of course, there would also be other things like the actual design decisions that were made, like the color choices, shape designs, and whatever else. All of these reasons in general are why the other anons are telling you that you may want more experience first.","attachment":null,"posted":1710699382},{"board":"3","thread":977728,"pid":978031,"name":"Anonymous","msg":"can I make significant changes to a character after rigging it? or would I have to go back to my base mesh and make the changes and then re-rig.
by significant changes I mean like completely overhauling it to the point that its a different character.","attachment":null,"posted":1710726731},{"board":"3","thread":977728,"pid":978032,"name":"Anonymous","msg":">>978031
>can I make significant changes to a character after rigging it?
Yes. Making significant changes like heavily deforming bodyparts only really ruins your textures. Anything else is quite easy to change accordingly.
>base mesh
Use multires. Avoid multiple body meshes.","attachment":null,"posted":1710727121},{"board":"3","thread":977728,"pid":978033,"name":"Anonymous","msg":">>978031
yeah, you'll have to commission someone to redo the weights","attachment":null,"posted":1710727128},{"board":"3","thread":977728,"pid":978034,"name":"Anonymous","msg":">>978032
>Use multires. Avoid multiple body meshes.
sorry im sure this would be sound advice if I knew what multires actually was.","attachment":null,"posted":1710727392},{"board":"3","thread":977728,"pid":978140,"name":"Anonymous","msg":"How come the lighting isn't right on the front of the table? My normals are fine and I don't see any clipping geometry. It's only like this in cycles, it renders completely fine both in cycles render view and in Eevee.","attachment":{"attachment_url":"https://i.4cdn.org/3/1710824634281295.png","filename":"Radio in Metal Room.png"},"posted":1710824634},{"board":"3","thread":977728,"pid":978142,"name":"Anonymous","msg":">money for nothing
based i love that style","attachment":{"attachment_url":"https://i.4cdn.org/3/1710825395743948.png","filename":"1696021713827380.png"},"posted":1710825395},{"board":"3","thread":977728,"pid":978144,"name":"Anonymous","msg":">>978140
Might have a normal map that's completely fucked.","attachment":null,"posted":1710826837},{"board":"3","thread":977728,"pid":978171,"name":"Anonymous","msg":">>977728
amazed at own ability to make soulless things","attachment":{"attachment_url":"https://i.4cdn.org/3/1710848173626224.png","filename":"CANNOTLIGHT.png"},"posted":1710848173},{"board":"3","thread":977728,"pid":978210,"name":"Anonymous","msg":">>978171
That ain't workin, that's the way you do it.","attachment":null,"posted":1710879435},{"board":"3","thread":977728,"pid":978225,"name":"Anonymous","msg":"am i just not getting it or are uvs just difficult as fuck to figure out. seems like no matter what I do it comes out as an eldrich abomination, even if it's cuboid in nature.","attachment":null,"posted":1710894308},{"board":"3","thread":977728,"pid":978232,"name":"Anonymous","msg":">>978225
Just gotta take the time to sit down and think about it logically. I've mentioned it a few times in different threads, but if you can unwrap a cube, cylinder, and sphere, you can unwrap anything. It's all variations on those shapes.
It kinda helps to think about seams not as seams (retarded terminology), but cuts. Where would you cut an object to make it lay flat on a table?
If you post what you're working on, I could give you some pointers with an explanation.","attachment":null,"posted":1710903001},{"board":"3","thread":977728,"pid":978233,"name":"Anonymous","msg":">>978232
idk, i resolved the original issue by just manually editing shit with the nodes until it looked passable. my main issue is sometimes when I try to unwrap something, some parts will overlap or get scaled down super small for some reason. should I be trying to do seams in this case?","attachment":{"attachment_url":"https://i.4cdn.org/3/1710903697539767.png","filename":"wat..png"},"posted":1710903697},{"board":"3","thread":977728,"pid":978245,"name":"Anonymous","msg":">>978171
change your render settings, you modeled it perfectly it's just your lighting that's too realistic, making it look soulless.","attachment":null,"posted":1710920494},{"board":"3","thread":977728,"pid":978251,"name":"Anonymous","msg":">>978245
i tried, i don't know how to actually replicate it and trying to redo the shaders fucked everything how are you actually supposed to flat shade things?","attachment":{"attachment_url":"https://i.4cdn.org/3/1710928970181272.png","filename":"CANNOTLIGHTFORREEAL.png"},"posted":1710928970},{"board":"3","thread":977728,"pid":978368,"name":"Anonymous","msg":"retard (me) question gonna link here as well
>>978367","attachment":null,"posted":1711068137},{"board":"3","thread":977728,"pid":978370,"name":"Anonymous","msg":"r8 my friend! (he is a sinner)","attachment":{"attachment_url":"https://i.4cdn.org/3/1711071297110221.png","filename":"mockery.png"},"posted":1711071297},{"board":"3","thread":977728,"pid":978479,"name":"Anonymous","msg":">>977728
Is there a better way to animate holes aside from shapekeys? It's so tedious.
I'm thinking of setting up motion constraints or using IK but I have no idea where to start","attachment":{"attachment_url":"https://i.4cdn.org/3/1711169711245705.webm","filename":"output.webm"},"posted":1711169711},{"board":"3","thread":977728,"pid":978482,"name":"Anonymous","msg":">>978479
clever rigging and weighting plus softbody sim seems to be the fastest way","attachment":null,"posted":1711172239},{"board":"3","thread":977728,"pid":978490,"name":"Anonymous","msg":">>978482
Thanks anon. I'll look into it","attachment":null,"posted":1711180907},{"board":"3","thread":977728,"pid":978506,"name":"Anonymous","msg":">>978479
this looks so cool ngl","attachment":null,"posted":1711193842},{"board":"3","thread":977728,"pid":978508,"name":"Anonymous","msg":">>978506
Thanks. I spent a whole day just trying to figure out the shapekeys.","attachment":null,"posted":1711194673},{"board":"3","thread":977728,"pid":978542,"name":"Anonymous","msg":">>978368
I don't know anything about UE5, but turning images into meshes in blender is simple enough.
>Images as planes addon
>Shift+a > images as planes > find your png
>Right click > subdivide
>Alternatively just put a bunch of loopcuts on it
>Either works to get the cross-crossed quads I think you're talking about
>???
>profit","attachment":null,"posted":1711211261},{"board":"3","thread":977728,"pid":978546,"name":"Anonymous","msg":">>978542
that doesnt work","attachment":null,"posted":1711216737},{"board":"3","thread":977728,"pid":978549,"name":"Anonymous","msg":"Got burned out with the tutorial I was following and wanted to call it a day for 3d, while browsing the Gondola thread on /gif/ I was inspired to make this abomination on the quick (8 mins), fucked up the remesh though","attachment":{"attachment_url":"https://i.4cdn.org/3/1711225904612492.png","filename":"Rush Job.png"},"posted":1711225904},{"board":"3","thread":977728,"pid":978642,"name":"Anonymous","msg":"am i able to have two materials on one object? like in picrel, if I wanted the highlighted part to be white and the rest to be black, how would I go about accomplishing that?","attachment":{"attachment_url":"https://i.4cdn.org/3/1711330497530125.png","filename":"cube.png"},"posted":1711330497},{"board":"3","thread":977728,"pid":978644,"name":"Anonymous","msg":">>978642
Just add another material slot and assign those faces to it.","attachment":null,"posted":1711331249},{"board":"3","thread":977728,"pid":978666,"name":"Anonymous","msg":"I'm just an animator, but only now after like a decade, I realize it isn't one or the other with quads/tris, you can use them together.
I think it was some autists reeing of which one was the better one, when I got into this business, that made me think like that.","attachment":null,"posted":1711372840},{"board":"3","thread":977728,"pid":978673,"name":"Anonymous","msg":">>978642
>Select Faces
>New Material
>Make white material
>Assign Material
>Inverse selection
>New Material
>Make black material
>Assign Material","attachment":null,"posted":1711383431},{"board":"3","thread":977728,"pid":978698,"name":"Anonymous","msg":"I downloaded a model off twitter to mess with but the armature is all weird. When I deal with armatures their usually easy to manipulate in pose mode but this armature is clusterfuck. It's like the guy is made of jelly. Anyone know what type of armature this is and how to move it? I can't even bend the guys legs without it deforming insanely.
I'm not sure if I should just delete the armature and make one from scratch. Pic related is how it appears. Pic at the right is how it looks in edit mode. It doesn't look the bones I'm used to seeing. For what it is, the model came as a .blend file so it's not some other format I don't think.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711408229441811.jpg","filename":"weirdarmature.jpg"},"posted":1711408229},{"board":"3","thread":977728,"pid":978702,"name":"Anonymous","msg":">>978698
You can change the bone type to the regular bones you are used to in the Bone Properties Menu
What do you mean by it's made of jelly? could you upload a short video of it in action?","attachment":null,"posted":1711409612},{"board":"3","thread":977728,"pid":978706,"name":"Anonymous","msg":">>978702
I mean it's really stiff. I'm not sure how to explain it. On other models I should be able to just bend the leg but here it wont work.
Here's a vid. First model is how it functions, second part is how I'm expecting and used to posing models. Also worth mentioning that second model is by the same guy too. I have the same issue with the first model's arms.
I think it might have something to do with IK but I'm not sure. This is the only model I've ever used with this weird deformities.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711412028329061.webm","filename":"weird.webm"},"posted":1711412028},{"board":"3","thread":977728,"pid":978708,"name":"frickolas","msg":">>977866
you might be able to get a similar look by using older shading techniques where you blend a bunch of different shaders together instead of using a principled BSDF. There are also a handful of rendering engines available for Blender (Luxcore, POVray, a few others), so toy around with those if neither eevee or cycles do what you want.","attachment":null,"posted":1711412542},{"board":"3","thread":977728,"pid":978716,"name":"Anonymous","msg":"fuck hair I cannot wrap my brain around it","attachment":{"attachment_url":"https://i.4cdn.org/3/1711416532010506.gif","filename":"eleanor5.gif"},"posted":1711416532},{"board":"3","thread":977728,"pid":978723,"name":"Anonymous","msg":">>978706
The yellow bone has the IK constraint on it, so its position is fully derived from where the bone it points to is. That's probably the bone pointing backwards from the ankle or the toe bone, it's listed in the respective bone constraint of the yellow bone.
You can disable the constraints with the eye icon, but you should really be using actual rigs yourself.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711421373039898.png","filename":"Screenshot from 2024-03-26 03-47-13.png"},"posted":1711421373},{"board":"3","thread":977728,"pid":978724,"name":"Anonymous","msg":">>978171
Most based if I do say so myself.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711425139516329.png","filename":"Perfection.png"},"posted":1711425139},{"board":"3","thread":977728,"pid":978728,"name":"Anonymous","msg":">>978706
You're grabbin the wrong bones, dude.
Looks like it has IK, so you grab those bones pointing backwards behind the feet. That's it. Adjust the floating ones in front of the knee if you're doing a pose like a squat, or you accidentally bend the knee backwards.
Basically, only fuck with the white bones. The green and yellow ones are gonna do shit automatically.","attachment":null,"posted":1711426635},{"board":"3","thread":977728,"pid":978791,"name":"Anonymous","msg":">>978251
that already looks very close, go into render settings change Color Management > View Transform to sRGB and drop the Film > Filter Size to 0. you already have it flat shaded, maybe add some specularity/gloss to the dudes shader.","attachment":null,"posted":1711481406},{"board":"3","thread":977728,"pid":978792,"name":"Anonymous","msg":">>978716
too big","attachment":null,"posted":1711481473},{"board":"3","thread":977728,"pid":978794,"name":"Anonymous","msg":">>978706
https://www.youtube.com/watch?v=Pt3-mHBCoQk
This should explain everything","attachment":null,"posted":1711482313},{"board":"3","thread":977728,"pid":978802,"name":"Anonymous","msg":">>978723
Thanks, I had a feeling it was IK but I don't know enough about that to be sure. I only vaguely know about IK/FK but never really looked deeper into it. Messing around more with it this is just painful. Yeah, I think I'm going to make my own rig for this because this model is such a clusterfuck. Messing with the contraint properties helped but I need a more permanent solution to that.
>>978728
That helped a lot. I'm just going to probably re-do the whole armature since this just seems awful to work with. It's not what I'm used to working with in posing. Hell just making him take a seat is turning into a massive pain in the ass. Thanks for helping.
>>978794
Oh okay, so you effectively control movements via those 'handle's instead of just moving the foot on it's own then the leg, etc. I'm not used to it but it shouldn't be that hard to learn. Thanks.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711486573209882.png","filename":"sigh.png"},"posted":1711486573},{"board":"3","thread":977728,"pid":978819,"name":"Anonymous","msg":"ok watched a couple of vids on uvs and there's one more that I'm gonna watch one more later that looks to be a big comprehensive course from an actual professional...
but I still can't really wrap (pun intended) my mind around it. what's the actual purpose? if it's for textures, why can't I just draw my shit directly on my character? I don't care about photorealism or gaming shit. I feel like im missing the link that ties all this together. starting to wonder if there's a genetic factor to understanding this and I'm getting filtered","attachment":null,"posted":1711494131},{"board":"3","thread":977728,"pid":978830,"name":"Anonymous","msg":"ball :)","attachment":{"attachment_url":"https://i.4cdn.org/3/1711504780057173.webm","filename":"ball.webm"},"posted":1711504780},{"board":"3","thread":977728,"pid":978832,"name":"Anonymous","msg":">>978802
that pic looks like whoever did they weightpainting for this model fucked up and just applied a generic gradient weightpaint for the knee joint","attachment":null,"posted":1711507265},{"board":"3","thread":977728,"pid":978835,"name":"Anonymous","msg":">>978830
I think the ball hangs on the ground a bit too long making it look sticky, but other than that great job.","attachment":null,"posted":1711510655},{"board":"3","thread":977728,"pid":978838,"name":"Anonymous","msg":">>978792
nah, exactly as big as she needs to be. my other gals will be in slightly more reasonable ranges","attachment":null,"posted":1711515861},{"board":"3","thread":977728,"pid":978845,"name":"Anonymous","msg":">>978716
What's she for?","attachment":null,"posted":1711530177},{"board":"3","thread":977728,"pid":978846,"name":"Anonymous","msg":"I don't think following video tutorials is working for me. The information just goes in one ear and out the other.
Any ideas? I'm just trying to make a Vtuber model for myself first, then assets for gamedev.
Just learning what each tool does isn't enough, I guess I just need to learn how to apply them properly.","attachment":null,"posted":1711531508},{"board":"3","thread":977728,"pid":978853,"name":"Anonymous","msg":">>978835
would that just be a graph adjustment thing?","attachment":null,"posted":1711540611},{"board":"3","thread":977728,"pid":978855,"name":"Anonymous","msg":"Hey I'm trying to sort of capture the look of the bottom left image I have here. Specifically I seem to have a hard time trying to make my topology smooth.
Part of it is probably normals, but I can't seem to get weird shading artifacts out of my models. And it's driving me nuts.
(There's heaps of other issues too, like not really knowing how to make the topology more consistently smooth, or not knowing how to make eyelids.)
(Model will be below)","attachment":{"attachment_url":"https://i.4cdn.org/3/1711548518206821.jpg","filename":"Maria gaming.jpg"},"posted":1711548518},{"board":"3","thread":977728,"pid":978856,"name":"Anonymous","msg":">>978855
Anyway I'm trying to avoid just conventional anime style, but more sort of just stylized. With a touch of abstraction. (This is sort of for like cutscene models. Ingame models are a touch lower poly since I want my battles to run well)
Any advice on this?","attachment":{"attachment_url":"https://i.4cdn.org/3/1711548748930385.jpg","filename":"download (1).jpg"},"posted":1711548748},{"board":"3","thread":977728,"pid":978858,"name":"Anonymous","msg":"Wow. Adding a rig was not as janky and difficult as I was expecting. I used the the human meta-rig and while it's still imperfect it's far better. I just gotta keep tweaking it.
Is it better to just use rigify or make your own rig like in this video: https://www.youtube.com/watch?v=jIwrswJEFBQ
Does the rigify armatures have any issues?
>>978832
The guy did post the model with a "don't bother me about the issues" note so probably.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711556964440892.jpg","filename":"progress.jpg"},"posted":1711556964},{"board":"3","thread":977728,"pid":978869,"name":"Anonymous","msg":">>978858
Tends to get more jank with more complicated characters. Though seems you got good results. Any tips?
>>978856
I suppose this is better. Anything I should change here?
I assume there's alot, such as the length of the chin and other specific details. But anything else (Oh also the nose is fucked, how do I fix that?)","attachment":{"attachment_url":"https://i.4cdn.org/3/1711563333937402.jpg","filename":"download (3).jpg"},"posted":1711563333},{"board":"3","thread":977728,"pid":978874,"name":"Anonymous","msg":">>978855
>>978856
I'm not a pro, but here's my quick-ish attempt at tackling it. More of the bottom right though, because frontal references tell very little. Maybe you can use it as reference or something.
https://files.catbox.moe/v4zd72.blend
Although I did model for not-subdivision as I'm assuming you feel stingy with your polycount and want to adhere to that, I personally wouldn't be so greedy because modern gpus (even mobile gpus) can push a LOT of geometry and most of the rendering time is eaten by post processing/geometry effects anyway (things like ssao/sssss/bloom/shadowmap processing/geometry shader sorcery/etc), so I'd model such a thing for one subdivision, at least in the case of hero assets.","attachment":null,"posted":1711571298},{"board":"3","thread":977728,"pid":978875,"name":"Anonymous","msg":"Can anyone give me some critiques please?
I've been drawing for awhile but I'm trying to make the switch over to sculpting. About two weeks in at the moment, slowly working my way through those Michael Pavlovich videos. Not sure where my weak points are and what I need to be working on","attachment":{"attachment_url":"https://i.4cdn.org/3/1711571684784540.jpg","filename":"52353262362.jpg"},"posted":1711571684},{"board":"3","thread":977728,"pid":978876,"name":"Anonymous","msg":">>978853
Might even just be as simple as making the ball start hopping 1-2 frames earlier.
>>978858
I don't know how to tell you this anon, but the metahuman rig operates the exact same way under the hood as the previous rig. It's just that you're grabbing "pretty" bones with graphics and the rest are hidden. You might have had better auto weight painting from it, but that largely doesn't have anything to do with the rig itself in terms of how it's laid out (since you'd ideally be weight painting manually).","attachment":null,"posted":1711571769},{"board":"3","thread":977728,"pid":978881,"name":"Anonymous","msg":">>978875
My main advice for you would be to make a PureRef moodboard for all limbs at all angles like pic related. Right now your anatomy is a little wonky / lazy but on the right track if you focus more on sculpting to ref (right now all 3 necks you sculpted are wrong in a different way so ref is needed).
I like the exaggerated bone structure on the top right, maybe try that for the whole body before going realistic.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711573068578791.jpg","filename":"ref.jpg"},"posted":1711573068},{"board":"3","thread":977728,"pid":978883,"name":"Anonymous","msg":">>978845
nothing at the moment. just using my OCs to practice 3d modeling and low poly. I've thought about making a game around them, but I don't wanna do porn shit and I can't really think of anything in a modern day setting","attachment":null,"posted":1711576763},{"board":"3","thread":977728,"pid":978884,"name":"Anonymous","msg":">>978874
You did that rather quickly. Good topology too. I can definitely learn from this.
How did you do the placement of the lip colors and the generally better color set? My colors were fucking godawful. And I hadn't gotten around to texturing yet, but if I can do some "temporary" sort of thing like it seems you have here, it'd be much better for prototyping.
Wait, I see color attribute vertex? Is this some vertex group shenanigans?
Anyway, this is better than/ closer to what I'm doing in some ways, so I'll study this and apply what I've learnt here. Thanks.
(Also yeah I'm being stingy to some extent with my poly count, because I don't want my game being like fucking 100gb. Though, I want my game to be quite strongly stylized. I'm basically making Tim Burton Live Action meets Noire Casino lord, with a touch of Alice bullshit. Just think goofy ass absurd undead everywhere, all cracked out. Hence why I really gotta do faces properly.)","attachment":{"attachment_url":"https://i.4cdn.org/3/1711577321662815.jpg","filename":"p10703_i_h10_ac.jpg"},"posted":1711577321},{"board":"3","thread":977728,"pid":978885,"name":"Anonymous","msg":"Sort of like this sort of bullshit.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711577498236879.jpg","filename":"download (4).jpg"},"posted":1711577498},{"board":"3","thread":977728,"pid":978886,"name":"Anonymous","msg":">>978875
Weakpoints? Good sir you're doing rather well from the looks of it. The only major issue I see is some face detail could be smoothed out, and your ears are consistently too far back. Oh and the cleft is a bit too wide, it's very small even in rater wide people. You have good knowledge on the muscles of the face relatively speaking.
Keep up the good fucking work.
Also how did you get the sculpting so clean?
>>978874
Another thing to ask, is there a version of the node shader that really takes in color well while being a bit more limited in shading akin to a soft cel shade? It's important that colors like green, red and blue are able to show up on the character's face.","attachment":null,"posted":1711577835},{"board":"3","thread":977728,"pid":978897,"name":"Anonymous","msg":"Damn. I can't believe I put this off for so long. Weight painting isn't that bad either! It's definitely not good but I'm learning a lot with it. Next up is to add proper driver bones, though I don't need them for this project.
>>978876
Something is definitely off about the original model but I don't know enough to figure it out. It's probably the weight painting is all fucked up per what the other anon said. Ah well, this is giving me a lot of practice so it's good.
It's clear Blender and SFM have different ways of posing things. I don't know why but this just never occurred to me.
>>978869
Nah, nothing for tips. I just followed a couple youtube videos and made notes.","attachment":null,"posted":1711580480},{"board":"3","thread":977728,"pid":978898,"name":"Anonymous","msg":"how exactly do i practice modeling heads/faces? obviously i can just do it like 100 times but its hard to tell where im messing up before i can get to the endpoint half the time and i get frustrated then start again from scratch","attachment":null,"posted":1711580873},{"board":"3","thread":977728,"pid":978904,"name":"Anonymous","msg":"rigged something with rigify. it's acting weird. moving the hand for example causes the eyebrow and parts of the hair to move around with it, and other things like that. checked the weight painting interface and as far as I can tell they're not weighted to be doing that. I think it's likely a bigger issue on my end. I just ctrl j'd everything together when I was ready to start rigging, should I have not done that?","attachment":null,"posted":1711583840},{"board":"3","thread":977728,"pid":978916,"name":"Anonymous","msg":">>978897
>It's clear Blender and SFM have different ways of posing things.
I know fuck all about SFM, but doesn't it pretty much use IK? Like you grab the hand and move it around and the rest of the arm follows suit like GMod? If so, they're the exact same principles.
But yeah, the weight painting before on that model was beyond fucked. Legs shouldn't turn into jelly when you bend them.
>>978904
Make SURE they're not weighted at all. Just because weight pain view shows up blue, doesn't mean that they're not weighted.
Go into edit mode, select the verts, and look on the tool panel (the "N" side panel). There will be a little section labelled "Vertex Weights" that'll show up and tell you what (if any) groups a vert is part of, pic related. Then just delete the weights for offending groups.
I guarantee that the bits that are moving are part of some group that's not showing up on weight paint view, since that view is completely fucked when it comes to tiny values.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711597443805371.jpg","filename":"Vertex Weights.jpg"},"posted":1711597443},{"board":"3","thread":977728,"pid":978924,"name":"Anonymous","msg":">>978884
>>978886
Blender has tonemapping set to filmic by default, which is very desaturated and I overall hate it. Switch the color space to srgb/standard in the render/color management tab to get what people usually use basically everywhere. I use vertex colors for temporary texturing. They're good for delimiting areas in actual texturing too, just gotta bake the result in the end. Sadly you can't bake in eevee so you'll have to switch to cycles for baking.
>node shader that really takes in color well while being a bit more limited in shading akin to a soft cel shade
The easiest way to get colored cel shading going on in blender is to have some basic lighting and a white diffuse shader connected to a "shader to rgb" node and then to a color ramp with the black/white colors flipped around, which you can use to control the sharpness, and then to the influence of a "mixrgb" node set to "multiply" and with the first color input being your material diffuse and second color being the color you want to shade with. Then you just connect that to an emission shader node and then to the output.","attachment":null,"posted":1711617237},{"board":"3","thread":977728,"pid":978927,"name":"Anonymous","msg":">>978924
Got it, I'll experiment with the results later today once I get a coffee.
Idk how the actual fuck I'm going to get any of this into Godot visually lmao.
(It's a playable game character so some of this work is for naught. But some of it is to really get the vision going so I can tweak the settings ingame.
If needed, I'll just render the cutscenes in blender later)","attachment":null,"posted":1711619935},{"board":"3","thread":977728,"pid":978967,"name":"Anonymous","msg":"I think I messed up.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711655532109654.png","filename":"Donut.png"},"posted":1711655532},{"board":"3","thread":977728,"pid":978970,"name":"Anonymous","msg":"how do i go about making a wet cloth texture
ie: wet swimsuit with parts that stick to the body being semi transparent","attachment":null,"posted":1711660436},{"board":"3","thread":977728,"pid":978974,"name":"Anonymous","msg":"Do you guys have any tips for making clouds?","attachment":null,"posted":1711663564},{"board":"3","thread":977728,"pid":978975,"name":"Anonymous","msg":">>978967
never mind, i deleted everything and started over","attachment":null,"posted":1711665282},{"board":"3","thread":977728,"pid":978978,"name":"Anonymous","msg":">>978876
how we lookin now","attachment":{"attachment_url":"https://i.4cdn.org/3/1711671026113500.webm","filename":"ball2.webm"},"posted":1711671026},{"board":"3","thread":977728,"pid":978979,"name":"Anonymous","msg":">>978978
looks good","attachment":null,"posted":1711671155},{"board":"3","thread":977728,"pid":978985,"name":"Anonymous","msg":">>977728
I could use some crits on this sculpt. This is my first time attempting a "realistic" sculpt rather than just using beveled boxes for everything.
I also have another problem: I can't sculpt with any finer detail than what's shown in this pic because attempting a smaller remesh size causes my computer to crash. Is there a solution to this or do I just have to learn to make do with this LOD?
If the answer is no, I think I'll go back to trying to learn box modeling. It runs way better on my machine","attachment":{"attachment_url":"https://i.4cdn.org/3/1711671692879350.png","filename":"max_detail.png"},"posted":1711671692},{"board":"3","thread":977728,"pid":978990,"name":"Anonymous","msg":">>978830
amiga deez balls hahah","attachment":null,"posted":1711679617},{"board":"3","thread":977728,"pid":978992,"name":"Anonymous","msg":">>978978
MUCH better. Might even shave off another frame, but that's extremely nitpicky and kinda pointless since you've pretty much nailed the exercise.
Great work.","attachment":null,"posted":1711683950},{"board":"3","thread":977728,"pid":978994,"name":"Anonymous","msg":"I don't get what I did wrong. I'm on the stage where I'm checking my mesh before sculpting details, but there is this. Any suggestions?","attachment":{"attachment_url":"https://i.4cdn.org/3/1711686240931334.png","filename":"Donut1-2.png"},"posted":1711686240},{"board":"3","thread":977728,"pid":978997,"name":"Anonymous","msg":">>978994
been a while since my donut but iirc you're expected to use either snapping or the shrink wrap filter for this. if you reenable whatever you were asked to use and slightly move some of the points around the center to resnap them you should be able to realign everything without too much issue, although i remember there was some solidify step too and i'm not sure how that might play into it. either way this is a common problem, don't get discouraged","attachment":null,"posted":1711699381},{"board":"3","thread":977728,"pid":979003,"name":"Anonymous","msg":">>978978
Hey how did you do that? I want to create similar sort of squash and stretch for quite a few animations.
So any advice would be appreciated.","attachment":null,"posted":1711717817},{"board":"3","thread":977728,"pid":979013,"name":"Anonymous","msg":">>978838
looks like a stupid cow, no sense of aesthetics","attachment":null,"posted":1711726762},{"board":"3","thread":977728,"pid":979019,"name":"Anonymous","msg":">>978985
Have you tried dynamic topology? You can make relatively smaller detail in localised areas that way. As for critique, I think the face is fine, but neck seems "over defined"
And the upper elements of the torso are too high up from the section with the breasts. Creates this weird look. Pull it all down.
Still, good job so far.","attachment":null,"posted":1711727512},{"board":"3","thread":977728,"pid":979026,"name":"Anonymous","msg":">>978716
Hair would look better with a more muted higlight, right now the overly bright red clashes with the more calm brown","attachment":null,"posted":1711728722},{"board":"3","thread":977728,"pid":979045,"name":"Anonymous","msg":"This is my first head topology. I was watching a video for reference, but I wasn't following it one to one.
Anything that sticks out as blatantly incorrect here? or just general "make it look more human" stuff?","attachment":null,"posted":1711738314},{"board":"3","thread":977728,"pid":979047,"name":"Anonymous","msg":">>979045
head is as empty as this fucker's.
Here's the screenshot.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711738382087601.png","filename":"2024-03-29_11:48:11.png"},"posted":1711738382},{"board":"3","thread":977728,"pid":979063,"name":"Anonymous","msg":">>979003
In this instance he just scaled the bone. It works well enough for squash/stretch, but for obvious reasons it won't work too well for smears.","attachment":null,"posted":1711748549},{"board":"3","thread":977728,"pid":979073,"name":"Anonymous","msg":">>978997
Thanks. I tried what you said and it worked, but it didn't work like it was supposed to. Deleting the icing twice and starting from later, this is the final result. Still not like how it's supposed to be, but I throwing in the towel and just moving on to sculpting. Thanks for the help. As you can see, it really did help.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711752518633331.png","filename":"Donut1-4.png"},"posted":1711752518},{"board":"3","thread":977728,"pid":979077,"name":"Anonymous","msg":"two questions, both relating to rigs.
for the first one, I try appending blenders rain rig and this happens to her eyes. I read their thing about appending her and the option they want me to click seems to be greyed out so idk what to do to deal with this.
the second one, the trident guy from p2 design, came with a couple .py files. what do I do with those? I'm assuming they're important","attachment":null,"posted":1711754424},{"board":"3","thread":977728,"pid":979078,"name":"Anonymous","msg":">>979077
whoops... I am also as empty as this fucker I guess >>979047","attachment":{"attachment_url":"https://i.4cdn.org/3/1711754561602567.png","filename":"rain.png"},"posted":1711754561},{"board":"3","thread":977728,"pid":979080,"name":"Anonymous","msg":">>979078
Eyeballs just look like the wrong texture was applied for some reason.
If the textures came as a separate file, you should be able to use the "File>External Data>Find Missing Files" option to link everything back. It might be able to search into .blend files as well, but I'm not totally sure.
As for your .py files, they might be important for the rig, but I'd also check the readme included to see what's up. From a quick look at the P2 website, the dude looks on the up-and-up, at least enough to include a readme with his models. If not that, at least they should be commented in the scripts.","attachment":null,"posted":1711755720},{"board":"3","thread":977728,"pid":979083,"name":"Anonymous","msg":">>979080
yeah checked the readme and there was nothing there. standard "you may use this for x and not y" type of thing. I'll ckeck the scripts ty.","attachment":null,"posted":1711756560},{"board":"3","thread":977728,"pid":979088,"name":"Anonymous","msg":">>979063
Eh, I reckon I can fake smears then with just seperate model vfx overtop.
Probably with a refraction texture.
Anyway, I suppose I had done something like that a while back, but my results were rather jank due to a very low poly model.
I'll try it again once I get bootleg "The Mask" modelled up. Since a specific boss is going to have animations that require an elastic sort of feeling.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711759824736474.png","filename":"Autism lmao.png"},"posted":1711759824},{"board":"3","thread":977728,"pid":979090,"name":"Anonymous","msg":">>979047
Now that I've been practicing, there's some notable issues. Mainly not defining the the general flow of the face enough.
The face isn't flat like that. it begins with some angled definition already, and then builds up from there. (Aka you're adding the details before correctly defining the shape. I did that too earlier)
Try to use this as a reference, to get you started. And then smooth out the details.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711760172384915.jpg","filename":"tumblr_o4uvtrWmCG1u5cavvo1_1280.jpg"},"posted":1711760172},{"board":"3","thread":977728,"pid":979092,"name":"Anonymous","msg":"got this effect by making two separate renders then mashing them together in davinci resolve. curious if there's a way to do that in just one single render within blender. also if anyone has advice to hide the slight seam that would be cool. have a few ideas to try both in and outside blender but I'm always down to try any suggestion","attachment":{"attachment_url":"https://i.4cdn.org/3/1711761120174840.webm","filename":"infinite.webm"},"posted":1711761120},{"board":"3","thread":977728,"pid":979094,"name":"Anonymous","msg":">>979092
I reckon you can, but that's real trippy. In Blender there is a seemless texture feature, so you could use that. But this is a rather abstract specialized render you got here, so it's gonna require a good deal of work.","attachment":null,"posted":1711761489},{"board":"3","thread":977728,"pid":979110,"name":"Anonymous","msg":">>979092
It'd probably be as easy as just feathering the transition between the two clips to make the seam go away. Making the transition blend instead of just cut off would go a long way in making it look like a single clip.
Then again, that might not actually work, since the spot where they meet is the one tiny place where the illusion doesn't break. I guess the best advice I can really say is to match up the lighting better.","attachment":null,"posted":1711773045},{"board":"3","thread":977728,"pid":979111,"name":"Anonymous","msg":"I have a question about some hard surface texture stuff. I have been making some mecha, and got to the point where Im gonna start doing the uvs, and then started to think, how do you approach texturing a detailed hard surface with many objects. Do you texture all the objects separately or do you group them together into an object and then texture that? The former makes more sense to me but I guess you could do it either way?","attachment":{"attachment_url":"https://i.4cdn.org/3/1711773217174210.png","filename":"430316669_929017682201423_3318285110684765066_n.png"},"posted":1711773217},{"board":"3","thread":977728,"pid":979114,"name":"Anonymous","msg":">>979090
Part of the issue might have also been what I was using as a reference.
I was trying to model Qrow Branwen from RWBY.
They don't really have a lot of facial detail in that show.
I was going to include a pic of the model with the reference behind it, but turns out I didn't save before closing this morning. oops. Learning experience I guess.","attachment":null,"posted":1711776906},{"board":"3","thread":977728,"pid":979124,"name":"Anonymous","msg":">>979019
Thanks anon! I'll work on it.
I'll check out dynamic topology as well","attachment":null,"posted":1711788092},{"board":"3","thread":977728,"pid":979144,"name":"Anonymous","msg":">>979124
Good luck mate. Show us the results later.
>>979114
>RWBY
Yeah there's your first mistake. Their models are pretty attrotious for 3D anime.
Hunt around for like uh, idk Trigger's Trigun, or Guilty Gear Xrd?
Take a variety of samples so you got more room to work with.","attachment":null,"posted":1711800454},{"board":"3","thread":977728,"pid":979152,"name":"Anonymous","msg":">>978985
>>979019
I smoothed out the neck a bit and lowered everything.
The dynamic topology thing is great.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711804611813724.png","filename":"version02.png"},"posted":1711804611},{"board":"3","thread":977728,"pid":979171,"name":"Anonymous","msg":">>979110
adjusted lighting, textures, and added just a tiny bit of feathering. it's definitely less noticeable but still kinda there. need to fuck with the colors now though, this shit is ugly","attachment":{"attachment_url":"https://i.4cdn.org/3/1711818905406829.webm","filename":"test2.webm"},"posted":1711818905},{"board":"3","thread":977728,"pid":979174,"name":"Anonymous","msg":">>979152
Yeah that's much better. Now I'd just ease up on the face's harsher details and clean up some various bits of roughness.
(Also mid torso is slightly too long)
>>979171
The speed up slowdown on the compression of the detail at the creese makes it a bit more obvious. Like you have shorter compressed detail features right next to wider ones with an obvious cut off. Maybe make that more seemless?","attachment":null,"posted":1711820418},{"board":"3","thread":977728,"pid":979180,"name":"Anonymous","msg":">>979174
honestly I'm not sure if the compression thing can be avoided, and if it can, it's way beyond my skill level. I looked up a few examples from other people who actually know what they're doing and it's still there. like any optical illusion, it's gonna fall apart eventually no matter how hard you try to hide it.","attachment":null,"posted":1711827811},{"board":"3","thread":977728,"pid":979184,"name":"Anonymous","msg":"I'm trying for some basic, ps1/n64 type low poly models for my first projects and I made this sword in blender. How do I create and add a texture to it?","attachment":{"attachment_url":"https://i.4cdn.org/3/1711828342772169.jpg","filename":"swoard.jpg"},"posted":1711828342},{"board":"3","thread":977728,"pid":979188,"name":"Anonymous","msg":">>979184
Go to edit mode and select everything with A. Then press U to UV unwrap the mesh. The automatic unwraps usually work well enough for simple objects. Add a Material with a texture. That texture can either be hand painted in an external program or you can use the, rather limited, ability to directly paint on the texture/object in Blender. See https://www.youtube.com/watch?v=7JUNlj6mR0U if you want a video.","attachment":null,"posted":1711831765},{"board":"3","thread":977728,"pid":979191,"name":"Anonymous","msg":">>979111
I'd probably use an atlas or something. A good sized texture that handles colors, decals (if you have em), and maybe some other details. Then just use seamless materials for the general surfaces, and detail with the atlas.","attachment":null,"posted":1711834445},{"board":"3","thread":977728,"pid":979203,"name":"Anonymous","msg":"now it moves. looks kinda weird though, idk. a little gelatinous maybe? following https://www.youtube.com/watch?v=sM4_rbrQMpo this time around, makes a bit more sense than the first ball bounce tutorial I followed, and the method used definitely makes it easier to go back and edit things as needed. plus the ball file he provided is a lot better than making it myself lol. though I suppose I should learn to do it myself at some point. rigging is intimidating.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711841485507177.webm","filename":"ball bounce 2.webm"},"posted":1711841485},{"board":"3","thread":977728,"pid":979206,"name":"Anonymous","msg":">>979203
Somehow, it doesn't appear to be moving horizontally as much as it should be. Maybe there's too much emphasis on vertical stretching.","attachment":null,"posted":1711842216},{"board":"3","thread":977728,"pid":979208,"name":"Anonymous","msg":">>979206
like should it be moving further forward each bounce?","attachment":null,"posted":1711843862},{"board":"3","thread":977728,"pid":979209,"name":"Anonymous","msg":">>979208
Possibly. When I play it at normal speed, it feels like horizontal movement is stilted. Almost as if it's moving forward, then skipping back a frame before moving forward again. Playing the video back slowly reveals that's not the case. So then I guess it's a trick of perception, where my mind is predicting it should be more forward, but then it comes shy of the prediction. I suspect that the vertical stretching on the down parts is the reason it has that odd stilted effect. But perhaps moving forward more per bounce would fix it as well. There could be two solutions to the same problem.
But personally, I'm not a fan of overly cartoony stretching, so my first instinct is to lesson the down stretch","attachment":null,"posted":1711845672},{"board":"3","thread":977728,"pid":979210,"name":"Anonymous","msg":">>979188
Thanks anon, I was able to make a simple texture for my sword. Maybe next weekend I'll start on a person to swing it.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711846140541395.jpg","filename":"cool swoard.jpg"},"posted":1711846140},{"board":"3","thread":977728,"pid":979211,"name":"Anonymous","msg":">>979209
I'll give it a shot, thanks. I don't like excessive stretching either and lowered it pretty significantly compared to the example provided in the tutorial but I'll crank it down a little bit more.
the prediction thing you mention is interesting. it reminds me of when I played the violin a lot. for a lot of older 'classical' pieces (and with a lot of experience) you can predict what the next couple notes will be even if you've never ever heard the song before. I used to wonder if that was an intentional thing on behalf of the composers or if that was some tricks in my brain. never considered how something like that could apply to animation but it will definitely be something I consider moving forward.","attachment":null,"posted":1711846391},{"board":"3","thread":977728,"pid":979234,"name":"Anonymous","msg":"I'm decently happy with this head, but that might just be because I'm still pretty new, and spent like four hours trying to get it right.
I'm going for a slightly mummified look to this. I'll obviously add in eyes and hair later.
The mouth and eye holes are going to be animated. Just wanted to get some critiques on my anatomy or techniques. something feels a bit off about it, but that might be because I keep envisioning the character in my head with hair, eyes, and a more expressive mouth.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711871157956160.png","filename":"2024-03-31_00:42:03.png"},"posted":1711871157},{"board":"3","thread":977728,"pid":979251,"name":"robowaifutechnician","msg":"disregard the sound quality. Not to toot my own horn but I think this is the best beginner tutorial ever made.
https://www.youtube.com/watch?v=36JN2ma9dOE&t=294s","attachment":null,"posted":1711886715},{"board":"3","thread":977728,"pid":979277,"name":"Anonymous","msg":">>979251
i have 6 more subs and 15x more views than you.","attachment":null,"posted":1711898762},{"board":"3","thread":977728,"pid":979300,"name":"Anonymous","msg":"babbys first rig :)
on a related note is it possible to make the handles more visible? like thicker or brighter or something? eyes are very astigmatic so its hard to see those tiny ass wires sometimes even if im wearing my glasses","attachment":{"attachment_url":"https://i.4cdn.org/3/1711912231255496.webm","filename":"12.webm"},"posted":1711912231},{"board":"3","thread":977728,"pid":979301,"name":"robowaifutechnician","msg":">>979277
My main goal is not to be a YouTuber. It is very competitive either way. It is to raise interest and ultimately sell some waifus. I think youtubers are also like a catch 22 they want to listen to already successful people.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711912350849108.webm","filename":"PXL_20240327_211632689.webm"},"posted":1711912350},{"board":"3","thread":977728,"pid":979317,"name":"Anonymous","msg":"So I'm getting towards the end/mid point of the tutorial and I'm noticing a lot of math. Do you have to be good at math for this? It's my worst subject.","attachment":null,"posted":1711918971},{"board":"3","thread":977728,"pid":979322,"name":"Anonymous","msg":">>979073
>>979317
I'm throwing in the towel. I'm done. I gave up on scaling. I got pretty far, so that's something.","attachment":null,"posted":1711923446},{"board":"3","thread":977728,"pid":979323,"name":"Anonymous","msg":">>979322
Forgot image","attachment":{"attachment_url":"https://i.4cdn.org/3/1711923511782194.png","filename":"Completed Doughnut 1.png"},"posted":1711923511},{"board":"3","thread":977728,"pid":979324,"name":"Anonymous","msg":">>979300
Wow, look at you. Very nice. That's the way to do it.
>is it possible to make the handles more visible? like thicker or brighter or something?
I fuckin wish. That shit gets on my nerves too.
>>979317
>Do you have to be good at math for this?
Yes and no? It depends on what you're doing. Math helps, but I'll be honest, I was pretty good with math in school/college but it's hard for me to really contextualize the shit in a way that helps me with 3d stuff. That might just be on me though. I don't think my brain works that way I guess.
That being said, you do kind of pick up some mathy concepts through osmosis if you stick with 3d for a while. Shit like calculating render times, frame rates, basic stuff like angles and the like, and node math. Though for the node math, I know what should work to do what I need, and it usually works, but it's not like I know exactly why it does under the hood in a way for me to actually plan shit out. It's more kinda going with the flow and feeling it out in my case.
That being said, you can get pretty far without having a good grasp on math.
>>979323
>>979322
At least shade smooth the icing dude.","attachment":null,"posted":1711923754},{"board":"3","thread":977728,"pid":979331,"name":"Anonymous","msg":">>979317
>>979322
Tee bee aich, you can offload all the math to AI and just ask them how to solve your problems","attachment":null,"posted":1711928607},{"board":"3","thread":977728,"pid":979337,"name":"Anonymous","msg":">>979324
that's a shame. I'll sit down later and mess with the custom colors to see if I can at least get some high contrast stuff going on. really not a fan of the default colors, way too easy to lose track of them
anyways how we looking bros.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711931281071666.webm","filename":"ball course 2 result.webm"},"posted":1711931281},{"board":"3","thread":977728,"pid":979343,"name":"Anonymous","msg":"c4dfag here, feeling limited
can i/how do I mod the UI for blender? I can't stand the default layout or UX","attachment":null,"posted":1711932804},{"board":"3","thread":977728,"pid":979351,"name":"Anonymous","msg":">>979337
>anyways how we looking bros.
I like it. Might be fun to kinda have the ball pull back a bit before jumping off like it's hesitating or something. Maybe hesitating isn't quite the right word, but kinda like stopping its inertia before committing to the second jump like someone doing parkour.","attachment":null,"posted":1711943097},{"board":"3","thread":977728,"pid":979356,"name":"Anonymous","msg":">>979234
Nice goblin, look at topology reference.","attachment":null,"posted":1711948703},{"board":"3","thread":977728,"pid":979358,"name":"Anonymous","msg":">>979324
I went back and did it
>>979331
Ill just get good
i've been meaning to brush up on math","attachment":{"attachment_url":"https://i.4cdn.org/3/1711951508341960.png","filename":"untitled.png"},"posted":1711951508},{"board":"3","thread":977728,"pid":979361,"name":"Anonymous","msg":">>979356
I was loosely following a guide on topology. What can I improve on?
I can't tell if it'll look more normal once I add hair and eye features or if it's just going to keep looking that scuffed.","attachment":null,"posted":1711959427},{"board":"3","thread":977728,"pid":979392,"name":"Anonymous","msg":"any idea how I can stop rotations using the scatter object add-on? the rotation set to 0 seems okay before I apply it, then it goes to shit anyway
I've applied all transforms on the original and new object, can't figure it out","attachment":{"attachment_url":"https://i.4cdn.org/3/1711985965163952.png","filename":"333333331.png"},"posted":1711985965},{"board":"3","thread":977728,"pid":979393,"name":"Anonymous","msg":">>979392
ignore, got it working","attachment":null,"posted":1711986978},{"board":"3","thread":977728,"pid":979403,"name":"Anonymous","msg":"https://www.youtube.com/watch?v=gsfk9Ida918
How does this guy achieve the look of tendons, bones, and muscles moving under the "skin" of such a low poly hand mesh? Is it some kind of dynamic bump map?
I would greatly appreciate it if someone could point me in the direction of what I need to study to replicate this cool effect","attachment":{"attachment_url":"https://i.4cdn.org/3/1711994641373086.png","filename":"Chris_Jones-Tendons.png"},"posted":1711994641},{"board":"3","thread":977728,"pid":979413,"name":"Anonymous","msg":">>979403
Could be edge creasing (Shift E) or something related to multires.","attachment":null,"posted":1711999280},{"board":"3","thread":977728,"pid":979415,"name":"Anonymous","msg":">>979403","attachment":{"attachment_url":"https://i.4cdn.org/3/1711999864559390.jpg","filename":"edge_crease.jpg"},"posted":1711999864},{"board":"3","thread":977728,"pid":979424,"name":"Anonymous","msg":">>979358
Finished my second donut. I figured out how to move the camera around independent of the axes this time around.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712004832325481.png","filename":"Doughnut 2.png"},"posted":1712004832},{"board":"3","thread":977728,"pid":979445,"name":"Anonymous","msg":">>979351
tried to add a bit of slowdown and wiggle while preparing for the second jump, then made it roll back a bit at the end like a real ball would 'settle' if that makes sense.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712017684943903.webm","filename":"he will never be ballin.webm"},"posted":1712017684},{"board":"3","thread":977728,"pid":979458,"name":"Anonymous","msg":">>979445
ALSO
want to slap a tail on this little shit. how would I go about that? would it be in the same armature but just a different layer? then how would I attach the tail mesh to the ball itself? ctrl+j, or do I like extrude some geometry from the ball? Can't find any instructons on this online at all. the best I can find is a low quality vid that's impossible to tell what's happening and why it's happening because it's completely silent and like 360p in an ancient version of blender. everything else ive found is either shit for maya or just a rig download with no guidance on how to make it in the first place.","attachment":null,"posted":1712022565},{"board":"3","thread":977728,"pid":979476,"name":"Anonymous","msg":">>979413
>>979415
thanks anons","attachment":null,"posted":1712033119},{"board":"3","thread":977728,"pid":979479,"name":"Anonymous","msg":">>979445
He might not ever be ballin, but he cute now.
>>979458
Yeah I'd just use the same armature so the bones can be parented to the rolling bone so it rotates (assuming you want the tail to rotate with the ball). You'd probably have to animate the tail curling up around the ball when it rolls if you go that route. Though that'd probably be pretty simple if you change the mode to "individual origins" change the transform type to "normals" and then just select all the tail bones and rotate them all at once. They should naturally curl up.
As for the tail itself, I guess you could extrude it out from the ball, might help to enable the loop tools addon, and select the verts you want to extrude out from, and go w>Loop tools>circle, to arrange those verts into a circle before you extrude it. I'd also inset it a little bit to isolate it a bit.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712040650898633.jpg","filename":"Ball Tail.jpg"},"posted":1712040650},{"board":"3","thread":977728,"pid":979519,"name":"Anonymous","msg":">>979415
Can someone explain to a retard how the polygons are curved?","attachment":null,"posted":1712073984},{"board":"3","thread":977728,"pid":979520,"name":"Anonymous","msg":">>979519
Subd modelling
What you see it's the box and it has the subdivisions surface modifier on","attachment":null,"posted":1712074399},{"board":"3","thread":977728,"pid":979544,"name":"Anonymous","msg":">>979479
ended up reverse engineering the original rig I downloaded for this >>979203, because it has a toggleable tail. It's definitely not perfect nor as polished as the original but it will get the job done I hope. the rotating on individual origins tip is pretty neat. decided to make the tail it's own thing instead of extruding from the ball.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712101771842125.webm","filename":"tailor made.webm"},"posted":1712101771},{"board":"3","thread":977728,"pid":979555,"name":"Anonymous","msg":">>979544
Nice. I'm not sure about the tail flattening out when you squash it though. It makes sense for the ball, but not really for the tail. At least in that direction.","attachment":null,"posted":1712116785},{"board":"3","thread":977728,"pid":979557,"name":"Anonymous","msg":">>977728
blender stopped working right after i moved a ton of blend files to a diferrent local disc(D) what should i do?","attachment":null,"posted":1712119007},{"board":"3","thread":977728,"pid":979558,"name":"Anonymous","msg":">>979557
it works for a couple minutes but if i switch modes to fast it freezes up and i have no choice but to shut everything down,is it struggling to access some file or something?","attachment":null,"posted":1712119103},{"board":"3","thread":977728,"pid":979597,"name":"Anonymous","msg":">CUDA binary kernel for this graphics card compute capability (8.6) not found.
>using an older version of Blender
Is there a way to add CUDA shit to older Blender versions? I don't exactly want to updoot, the nu-blender is too different from what I am used to and I don't have time to re-learn everything for simple shit. I did a bit of deep diving into Blender like 10 years ago and haven't seen a reason to update, and once they redid the whole UI, I know nothing in the new one.
If I can updoot the CUDA shit to let me use this for a while I can do what I'm trying to do easier than CPU rendering and learn the new one later, if this can't be done, I can't learn the new one. I'll just stick to CPU shit or install an older GPU. I will not updoot - yet. I can either patch this somehow or I will lose performance. Updooting blender is something for future me, not today.","attachment":null,"posted":1712169404},{"board":"3","thread":977728,"pid":979598,"name":"Anonymous","msg":">>979597
update
>Blender User Preferences -> System tab
De-selecting my 3070 Ti (Display) under the Cycles Compute Device set to CUDA makes it work somehow, renders work, I guess this works for now but what am I losing by having my GPU deselected? Anything? or can I just live on and assume now it just works?","attachment":{"attachment_url":"https://i.4cdn.org/3/1712169696171783.jpg","filename":"deselecting GPU gets rid of error and allows rendering... wut.jpg"},"posted":1712169696},{"board":"3","thread":977728,"pid":979599,"name":"Anonymous","msg":">>979598
spoke too soon
the preview render window started rendering fine but I checked and that seems to be falling back to CPU rendering now
can't GPU render a real render
doesn't work","attachment":null,"posted":1712170277},{"board":"3","thread":977728,"pid":979622,"name":"Anonymous","msg":">>979555
made a new tail, didnt like the old one. under relations > inherit scale, I set it to average and that seems to prevent it from squashing while also keeping its relative size if I decide to scale the main bone if that makes sense. idk if that's the best way to go about it, I just clicked on things until something worked kek
now the rig I was looking at to learn this shit has this neat thing where you can toggle a switch in pose mode and it will toggle the tail on and off, as well as some other things like cartoony eyes, etc. is that something I can easily set up for myself? or would it require programming. I can't code to save my life. I have no issue switching it on and off in the outliner so not a big deal, just curious.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712186797716887.webm","filename":"did this in obs because its easier than dealing with another viewport render.webm"},"posted":1712186797},{"board":"3","thread":977728,"pid":979633,"name":"Anonymous","msg":">>979599
Try this: https://luxcorerender.org/
There's a version for Blender 2.79","attachment":null,"posted":1712196845},{"board":"3","thread":977728,"pid":979640,"name":"Anonymous","msg":">>979622
>toggle the tail on and off, as well as some other things like cartoony eyes, etc. is that something I can easily set up for myself?
That can be easily pulled off with custom properties + drivers. Essentially, you're creating a custom property (on the rig or something easily accessible) to create that toggle, and then you use that toggle as a driver for an object's render/viewport visibility. Essentially automating switching it on and off in the outliner.
So first, make a custom property on your rig (it's on the object panel), set the type to Boolean if you want it to be a simple on/off checkbox.
Then on your tail object, in the object panel, go down to visibility, and add a driver for the render visibility (we start with render since if we disable viewport then it's not selected anymore because blender is retarded). By default, it's a transform channel, so you click the dropdown that looks like "(x)" (it's next to the variable name), change it to single property. This will give you an object to input, so we choose whatever object you placed that property on. After that, another DNA looking thing comes up, and you input the name of your property like ["propertyname"], in my case it was ["Tail Toggle"] (if you don't want to do that, you can just right click the custom property and hit "copy data path" and you can paste it in the box instead). After that you're good to go and you can just copy+paste the driver to the viewport visibility as well. Depending on how you want the checkbox to work, you might have to go into the driver's graph and scale it by -1 on the y axis. I'd do that before copying the driver to the viewport vis because as mentioned, blender is fucked.
Sounds complicated when you write it out, but it's not really.
Lastly, if you wanna really take that tail to the next level, try putting a copy rot constraint on your tail segments, that copy the first. You'd only need to rotate the first segment and the rest would follow.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712203506161944.jpg","filename":"Custom Property.jpg"},"posted":1712203506},{"board":"3","thread":977728,"pid":979642,"name":"Anonymous","msg":">>979622
>>979640
I should also mention that you could also just make that custom property onto any of the bones. Just in case you wanted like a global control bone to fuck around with while inside pose mode. The process of getting it to work with the object vis is still the same, though you'd need the full data path of the property (so just right click it and copy it).","attachment":null,"posted":1712204086},{"board":"3","thread":977728,"pid":979690,"name":"Anonymous","msg":">>979640
cannot figure out the rotation constraint thing at all, just gonna do it individually at this point. at best, it won't let me select anything, at worst it makes the entire rig shit the bed. also it won't let me put anything in the path field, it just turns red no matter what. no biggie, I'm fine doing it normally was just curious","attachment":null,"posted":1712272929},{"board":"3","thread":977728,"pid":979695,"name":"Anonymous","msg":">>979690
You just put a copy rotation constraint on all of the tail segments (except the one closest to the body), and have them copy the rotation of the one you didn't put the constraint on (the one close to the body). I forgot to mention that you need to set them to "add".
What it does, is makes it so where if you rotate the first segment, the rest will follow suit and curl up. It's pretty nice for stuff like tails, or fingers since you only need to animate one bone instead of a whole chain. The less bones you have to animate the better and simpler it is.
As for your driver/property issue, I did mention to fuck with the viewport visibility last because it fucks shit up with selections.
Ideally, you'd put the custom property on a "settings" bone that handles stuff like that. Then right click the value of the property, and hit "copy full data path".
On whatever object you want to change with that property, you simply add a driver, change the type to "single property" (you have to make sure to do this), set the object as the armature object that contains the setting bone, then paste the full path.
If you show me a screenshot of what it looks like when it's red, I might be able to help you figure out what's wrong.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712290299102162.webm","filename":"Tail Rig.webm"},"posted":1712290299},{"board":"3","thread":977728,"pid":979702,"name":"Anonymous","msg":">>979695
>>979690
Forgot to mention as well, you can also just right click the property and hit "copy as driver" and paste it wherever you want (you can do that with a ton of things, shapekeys are a good one too).
That's probably a fuckload easier than the process I mentioned, though it's good to know the process anyway. I kinda forgot to mention it because I never use it because it's not something I remember to do until after I just did the long way.","attachment":null,"posted":1712301624},{"board":"3","thread":977728,"pid":979703,"name":"Anonymous","msg":">>979558
What kind of drive did you move the files to? Blender is fairly lightweight and I've never heard of this sort of thing being a problem before","attachment":null,"posted":1712304385},{"board":"3","thread":977728,"pid":979716,"name":"Anonymous","msg":"should i do weight painting or parenting to bone when setting up rigs?
>>979558
are you on linux? i have that same issue on intel integrated graphics","attachment":null,"posted":1712328479},{"board":"3","thread":977728,"pid":979740,"name":"Anonymous","msg":">>979716
Weight painting is telling the part of the mesh to be associated with a certain bone(s). Parenting a bone is just putting it to 100%. You don't want to do that unless you're doing something like making a robot with joints instead of flesh. Even then, you'd just weight the parts fully to a single bone. So yeah, never parent per bone, parent the armature and use auto weights or empty weights (so you can make the weights manually).","attachment":null,"posted":1712354979},{"board":"3","thread":977728,"pid":979745,"name":"Anonymous","msg":">>979695
i was trying to do this in the constraint tab, blissfully unaware that there is also a bone constraint tab despite it being right in front of me. I apologize for my actual mental retardation, it won't happen again (it will)
as for the driver thing, picrel is what I'm getting. I can't select anything from that field and it turns red when I try to type in the name of the thing. tried using brackets and quotes like yours too and still red.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712358130915437.png","filename":"red.png"},"posted":1712358130},{"board":"3","thread":977728,"pid":979748,"name":"Anonymous","msg":"anyways, here's what I've done so far. kinda flying blind here without a tutorial but gotta learn somehow. tail looks fucked of course, not really certain how to make it bounce with the ball in a way that looks natural. also looks like more of a stinger than a tail now that I look at it","attachment":{"attachment_url":"https://i.4cdn.org/3/1712362120216985.webm","filename":"tail.webm"},"posted":1712362120},{"board":"3","thread":977728,"pid":979762,"name":"Anonymous","msg":">>979703
its a KINGSTON SA400S37240G nfts local disc with a st2000dm008 HDD i tried uninstalling blender and reinstalling it but nothing it still dosent work","attachment":null,"posted":1712376408},{"board":"3","thread":977728,"pid":979764,"name":"Anonymous","msg":">>979745
>I apologize for my actual mental retardation
You're excused, you're in the /beg/ thread.
>that field and it turns red
Yeah, that's weird. Obviously "test" is the wrong syntax. And ["Test"] would only work if the property is on an object. If you put the custom property on a bone itself (not the armature object), then the path would be different. You're even able to put custom properties on the mesh level as well (the panel with the green triangle).
As said before, Right clicking the value and hitting "Copy data path" and pasting that in the box that's red should do it. I think I might have fucked up by saying the "full data path" before, but I often get them confused, and if one doesn't work I try the other. So in the case of bones the regular data path should work.
Or, you could right click the custom property value you just made, and simply copy it as a driver and paste the driver wherever you need it.
You wouldn't need the "+ false" in there, and you could also change it from "scripted expression" to "averaged value" (which pasting as a driver does automatically).
Pic related should hopefully clear things up. Top half is about the difference between Object level custom props, and bone level.
Bottom half is the whole copy path bit, or the copy as driver bit. Copying as driver would probably be the simplest.
As for your anim. For the tail I'd probably disable the copy rotation constraints in this instance (I realize the irony in saying that after I just recommended it), so you can have the tail kind of flow behind and copy the arc of the ball jumping like a ribbon. Then add a keyframe to switch the constraints back on for the high jump and flutter.
Kind of makes a perfect excuse to figure out those custom properties on a settings bone, so you can just flip a switch when you want to animate individual segments of the tail, or the tail all at once. It'd be just like doing the viewport vis toggle, just on the constraint's visibility.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712378167258859.jpg","filename":"Custom properties n shit.jpg"},"posted":1712378167},{"board":"3","thread":977728,"pid":979802,"name":"Anonymous","msg":"is it possible to work on blender with a trackpad instead of a mouse","attachment":null,"posted":1712416798},{"board":"3","thread":977728,"pid":979807,"name":"Anonymous","msg":"Are there any 3D sculpting teachers that focus on the fundamentals?
I worry that I will fall into /beg/ traps without even realizing it. Youtube seems to be full of them from what I can see.
>12 quick trips to sculpt hyperreal wrinkles!
>8 brushes you NEED TO HAVE
etc
I stumbled upon one video that talked about the importance of primary, secondary, and tertiary forms, and that makes a lot of sense to me and sounds like the kind of fundamentals-focused teaching you would get in an actual art class, but there must be many more pearls of wisdom that I'm missing out on.
I wish I could find one teacher who I could trust taught sculpting in a more traditional way and not in a hacky way.","attachment":null,"posted":1712423672},{"board":"3","thread":977728,"pid":979810,"name":"Anonymous","msg":">>979764
in that case should I treat each individual segment as its own bouncing ball then? maybe hide all but the base one, animate that, unhide the second one, animate it, etc? maybe I should have done fewer segments lmao. thanks anon, you've helped me more than I think you realize. for the record what you're seeing there has no constraints or drivers yet, it's its own separate file that I've been working on over the last few days while also messing with the rig stuff in a different file. know it's not ideal but I like to bounce around between projects. work on one while thinking about the other, sometimes you get some neat insights. not just a 3d thing for me, just how I approach things sometimes. figure I'll just make a new animation with the new rig if I ever figure that driver stuff out lol. I'll mess with it a little more later today. also eyeing a couple courses that would cover rigging in addition to a few other things but we'll get there when we get there.","attachment":null,"posted":1712429601},{"board":"3","thread":977728,"pid":979834,"name":"Anonymous","msg":">>979802
It's horrible, but yes. Turn on the "emulate 3 button mouse" option, so you can press "alt" to rotate the camera. Even with a mouse that shit is useful because pressing MMB for hours on end is awful.
>in that case should I treat each individual segment as its own bouncing ball then?
Nah, I'd still animate it with a rig. Just rotate each tail bone individually when you're making the tail follow like a ribbon (so you can see the whole curve/arc of the tail).
>it's its own separate file that I've been working on over the last few days while also messing with the rig stuff in a different file
That's usually how you'd go about it. You'd make the character+rig in one file, and bring it into another file where you animate with the full scene and all that. I'm pretty sure most people actually link the char+rig into their file so that if you change the character or rig in that file it's updated in every project it's linked in, but I'll be honest I fucking hate Blender's linking system and the bullshit overrides. So I just append them.
But yeah, if you've got any questions, I'm here to help out where I can.","attachment":null,"posted":1712442586},{"board":"3","thread":977728,"pid":979838,"name":"Anonymous","msg":">>979834
ah didn't mean dropping them from the rig, meant just animating it one segment at a time and hiding the rest for clarity, which is what I think you are saying now? that's a cool tip about linking, didn't know that was a thing. just been appending things as needed thus far, or just saving it as a different file and building the environment around it. what's wrong with blender's linking shit though? if it's bad i'll just keep ignoring it i guess","attachment":null,"posted":1712446330},{"board":"3","thread":977728,"pid":979851,"name":"Anonymous","msg":">>979838
>meant just animating it one segment at a time and hiding the rest for clarity,
Ah, I see what you mean. But nah, I'd still keep all the segments visible, personally, so you can see the entire curve they make and you're not flying blind. Ultimately it's up to you whichever is easier.
>what's wrong with blender's linking shit though?
I haven't fucked around with it extensively, but when you link something you can't change anything at all with it unless you add an override. I mean AT ALL. You link a character+rig, and you can't even move it until you add an override. It's just needlessly convoluted because their linking system is fucked, and without overrides it'd work both ways instead of one way. So in the existing system, without overrides if you changed a linked object it'd change it in your link's source and whatever you linked it to (because that's how it's set up), so the devs essentially lock everything and you override it so it doesn't happen. Instead of you know, just linking something, and the project knowing that what you're linking isn't the source and just setting up a one-way thing where you can fuck around with the linked object in your project without issue.
Granted, I haven't fucked around with Blender's linking system, but I ran up against the library overrides and just couldn't be bothered with the hassle. Don't get me wrong, having an asset from a different file update whenever you change it is really fuckin nifty, but they made the system needlessly complex. Appending is quick and easy.","attachment":null,"posted":1712460027},{"board":"3","thread":977728,"pid":979852,"name":"Anonymous","msg":">>977728
Not sure if here or blender general is better but I got a fully rigged model into blender I downloaded and starting to play around with it and running into two things.
Thing 1, is there an easy was to have clothing scale along with the body?
Thing 2, is there a way to have boundry and squish easily in a model so like two hands push together instead of clip into them if they get too close?","attachment":null,"posted":1712461656},{"board":"3","thread":977728,"pid":979853,"name":"Anonymous","msg":"Anyone ITT know how to make it so that when you use a reference image in Blender you can make it so that it always follows the viewport? I have some references that are from above slightly at an angle and I want to keep the image reference at that angle while I work on it, but I'm pretty new so I only know how to drop images in the background.","attachment":null,"posted":1712466086},{"board":"3","thread":977728,"pid":979854,"name":"Anonymous","msg":">>979853
Might be a super retarded solution, but maybe set it as a camera background image, and work while in camera view. You can have the camera follow your view by going to the "View" tab on the right toolbar that pops up when you press "N", and going down to "view lock" and selecting "lock camera to view" (and obviously enter camera view for it to take effect).
Personally, I tend to use that a lot for moving the camera, so I put that toggle on my quick favorites.
I'd also go into the camera settings and disable any overlays like thirds and the passpartout. You'll still have a little frame around everything, but it's better than nothing. If you hold ctrl+alt and click+drag you can smoothly zoom in the view in the camera before you lock it so the frame is out of the way, again just make sure to do that before you lock the camera to the view or you'll move the camera also.
If the background image on your camera isn't what you want though, you can add a "track to" constraint to your reference image, and have it track the camera, so the image stays in place but always points to the camera (as best it can anyway). You'd still have to lock the camera to view and work from the camera though.","attachment":null,"posted":1712472097},{"board":"3","thread":977728,"pid":979856,"name":"Anonymous","msg":">>979854
Thanks for the advice, I'll give it a shot. And hey, if it's stupid and it works, it's not stupid.","attachment":null,"posted":1712472487},{"board":"3","thread":977728,"pid":979871,"name":"Anonymous","msg":"Genuine question: why is this board so dead? Is there a NSFW version of this board?","attachment":null,"posted":1712494869},{"board":"3","thread":977728,"pid":979874,"name":"Anonymous","msg":">>979871
There's an NSFW section. It's right here >>976254","attachment":null,"posted":1712496557},{"board":"3","thread":977728,"pid":979896,"name":"Anonymous","msg":"Is there a "good" place to start for specifically texture painting? It looks fun","attachment":null,"posted":1712508600},{"board":"3","thread":977728,"pid":979910,"name":"Anonymous","msg":">>979896
Pick up (pirate) substance painter and give it a go.
I really can't recommend anything else. Nor can I recommend giving Adobe your money. They're thieves, and stealing from thieves is A-OK.","attachment":null,"posted":1712526721},{"board":"3","thread":977728,"pid":979926,"name":"Anonymous","msg":"had it up to here with that fucking ball. gonna rebuild it from the ground up and try again later. tried my hand at the walk cycle, how we lookin? think I want to add some asymmetry to it just to give her a little bit of character. a hand on one hip or something, idk. also did blender ever make a movie with this character or is she just there for people to practice with.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712539979653461.webm","filename":"rain walk.webm"},"posted":1712539979},{"board":"3","thread":977728,"pid":979932,"name":"Anonymous","msg":">>979926
It's a bit stiff and some poses kinda "lock" into place, but you're doing really good and picking things up pretty quickly.
As for the character, I don't think it was used in anything. My gut wants to say Sprite Fight, but I'm 90% sure she wasn't in that, but came out around the same time.","attachment":null,"posted":1712548882},{"board":"3","thread":977728,"pid":979983,"name":"Anonymous","msg":">>979802
Yes, but you should really just get a mouse. I use one from I got for under ten USD from Amazon.","attachment":null,"posted":1712606727},{"board":"3","thread":977728,"pid":979987,"name":"Anonymous","msg":"I'm not gonna work on it right now because I'm deathly sick but I'll come back to this later
I have this rifle I made and I want to know how should I handle topology for it in order to make the best texture mapping. Are there any tutorials that are good for these kinds of a bit more than low poly models? I was thinking of making the textures first and then applying the UVmapping to the textures.
What's the recommendation for learning UVmapping? Youtube tutorials rarely seem to help sometimes","attachment":{"attachment_url":"https://i.4cdn.org/3/1712610826650408.png","filename":"file.png"},"posted":1712610826},{"board":"3","thread":977728,"pid":979991,"name":"Anonymous","msg":">>979987
>What's the recommendation for learning UVmapping? Youtube tutorials rarely seem to help sometimes
Just unwrap a cube, cylinder, and sphere bro. It's all combinations of that.
Even your rifle, it's just cube unwraps. Go section by section, think about what areas you want flat, and add a seam. Anywhere you add a seam, the unwrap is going to cut like scissors. You can actually get away by making relatively few cuts if you think about how it'll lay flat and how the faces are connected. Like you really don't have to add rings around everything, adding a few snips here and there is usually enough.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712612740697675.jpg","filename":"Unwrap.jpg"},"posted":1712612740},{"board":"3","thread":977728,"pid":979992,"name":"Anonymous","msg":">>979991
will using a mirror modifier help? that way I would only need to map one side","attachment":null,"posted":1712613007},{"board":"3","thread":977728,"pid":979995,"name":"Anonymous","msg":"Smart UV project is good like 80% of the time.","attachment":null,"posted":1712614931},{"board":"3","thread":977728,"pid":979998,"name":"Anonymous","msg":">>979992
Yes, especially if you're going to overlap the UV islands anyway.
Though if you're using substance painter, it doesn't like overlapped UVs when baking, so just export the mesh unmirrored (so it's one side), bake, and then import the mirrored mesh using the same bake.
>>979995
I've never had decent success that actually made things usable with smart project. If you're using SP, it doesn't matter since it does all the heavy lifting, but if you're painting by hand in something like Photoshop, smart project is trash.","attachment":null,"posted":1712615414},{"board":"3","thread":977728,"pid":980004,"name":"Anonymous","msg":"$80 - https://www.p2design-academy.com/p/alive-animation-course-in-blender
$89 - https://www.p2design-academy.com/p/the-art-of-effective-rigging-2
$495 - https://toanimate.teachable.com/
what's the general consensus on these?","attachment":null,"posted":1712616919},{"board":"3","thread":977728,"pid":980006,"name":"Anonymous","msg":">>979932
adjusted the height of the feet such that her legs won't get quite so straight since that looked to be the source of the aforementioned locking. of course she's floating slightly off the ground now but that's easy enough to fix i guess. but the toes look weird now. idk if that's caused by the adjustment or something I'm just noticing now.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712618680030444.webm","filename":"rain walk 2.webm"},"posted":1712618680},{"board":"3","thread":977728,"pid":980008,"name":"Anonymous","msg":">>980004
>$495
Might as well just get Max/Maya for that money. Or even take a course at a community college for way cheaper.
Paying for courses is retarded. Paying for a tutorial by that Frenchie, is even more retarded. Not because he doesn't know his shit (he does), but because it's impossible to understand anything he's fucking saying. He's gotten a little more understandable, but not much. Don't get me wrong, the dude is like one of 5 people making tutorials for Blender that actually has industry experience and he really does know his shit, but he's not really that great a teacher for newfags unless you have some experience of your own under your belt. Judging from the YT stuff he puts out at least.
If you wanted to drop money on something, I'd do his because it's cheaper. That $500 one is just fucking robbery.","attachment":null,"posted":1712619948},{"board":"3","thread":977728,"pid":980009,"name":"Anonymous","msg":">>980006
disregard that toe remark, I figured out i think","attachment":null,"posted":1712620821},{"board":"3","thread":977728,"pid":980026,"name":"Anonymous","msg":"Anyone have a torrent or download for the Quad Remesher add-on for Blender? I'm just getting into 3D modeling and it seems like the clear winner in terms of retopology tech, and I'd like to use it, but $60 is a bit much for something I'm still not sure if I'm going to commit to. I know there are free alternatives but it does seem like the clear winner, and from my experience manual retopology is a huge pain.","attachment":null,"posted":1712635620},{"board":"3","thread":977728,"pid":980035,"name":"Anonymous","msg":">>980006
She's not shifting weight enough. Most of the problem seems to stem from stiff hips. Loosen the hips up.
There should be a small twist as one leg comes forward, and one goes back.
When the back foot lifts, the hip teeters down on that side, as it's no longer supported.
When the foot reestablishes contact with the ground in the front, the hip the hip teeters back up on that side.
When the legs are at full extension, that's when the whole body bobs downward, because that's just how lines and angles work. If you hold a broom up straight, that's as tall as it can be relative to the ground. If you tilt that broom at any angle, it will be relatively closer to the ground. Same with with legs, the more they're extended, the less perpendicular they are, the closer everything comes to the ground. So you have to bob the whole body down a little on extension. And then bob it back up again, as the foot crosses under the body. extend down, cross up, extend down, cross up.
Actually, I'm kind of framing it wrong. Because in truth, the majority of the walk cycle is spent on the down. As the legs and hips are constantly at some odd angle, and then there's a small up window of time was the leg crosses. So you should think about the bobbing motion as more down than up. Long valleys, short peaks.
(no 3D animating experience here. But I studied some 2D animation briefly)
btw, stock images are typically annoying and flood search engines with their spammy bullshit. But they do have a decent collection of walking videos you can study. This girl might have a walk similar to the one you're going for:
https://www.shutterstock.com/video/clip-1057925956-young-smiling-brunette-walking-on-green-screen
https://www.shutterstock.com/video/clip-1057669525-young-smiling-woman-walking-casual-white-tank
Notice the slight bobs, the slight twist to the hips, the slight teeter to the hips, the way her arms sway in and out, as well as forward and back. The site has more examples, search around.","attachment":null,"posted":1712649511},{"board":"3","thread":977728,"pid":980036,"name":"Anonymous","msg":">>980006
>>980035
Personally, I like this girl's walk. She's a lot more relaxed:
https://www.shutterstock.com/video/clip-1021574866-fit-girl-holding-her-hands-pockets-blue
https://www.shutterstock.com/video/clip-1021574875-woman-red-t-shirt-jeans-sneakers-walking-on
Just out smelling the flowers. No obligations, no worries. Just enjoying the walk.
This one is relatively less relaxed, but still pretty good.
https://www.shutterstock.com/video/clip-1101255591-attractive-white-red-haired-girl-walks-towards-camera","attachment":null,"posted":1712649903},{"board":"3","thread":977728,"pid":980063,"name":"Anonymous","msg":">>980006
The pacing looks a bit too fast also for the stride she takes. For a short stride like that, and a long leg, the swing should be a bit slower and more relaxed. That's also why it looks a bit off imo","attachment":null,"posted":1712681644},{"board":"3","thread":977728,"pid":980075,"name":"Anonymous","msg":"How do I make something like this?","attachment":{"attachment_url":"https://i.4cdn.org/3/1712687388663958.jpg","filename":"tumblr_69f3b493f593cbf1f1b94d3b859a924e_64591365_1280.jpg"},"posted":1712687388},{"board":"3","thread":977728,"pid":980079,"name":"Anonymous","msg":">>980075
With the right workflow you could do much better than that.","attachment":null,"posted":1712688112},{"board":"3","thread":977728,"pid":980080,"name":"Anonymous","msg":">>980079
But I want to go for the lowpoly, early 2000s CGI look. I haven't found anything good for lowpoly stuff yet. Blender Guru's dougnut tutorial was highpoly.","attachment":null,"posted":1712688330},{"board":"3","thread":977728,"pid":980083,"name":"Anonymous","msg":"I've re-targeted some of the facial animation and it's cool, but that also where it it ends as far as my Blender skills go.
I've tried several times but with FBX animations, I can't simply sway action datablocks in and out, even if the names of the bones match, even if as in this case they're especially made to be interchangeable.
That makes it impossible to use the NLA editor at all and on top of that there are also all the orientation issues I was talking about in the other thread with the CMU dataset.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712690915899348.webm","filename":"0001-0860.webm"},"posted":1712690915},{"board":"3","thread":977728,"pid":980084,"name":"Anonymous","msg":"And then there's this model in particular where facial animation doesn't work at all. I have no idea why but I suppose it's another bug in Blender. Anyway, if you have any knowledge in these topics and would like to help or discuss I would be interested.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712692901817296.webm","filename":"0001-0860.webm"},"posted":1712692901},{"board":"3","thread":977728,"pid":980092,"name":"Anonymous","msg":">>980080
Who the fuck cares?
Learn the software, learn how to use it and model, and the super gay "SOVL low poly" fad shit will be easy as fuck because you'll know what you're doing in general. There's nothing about that image or any other low poly sovl shit that you can't do with a basic understanding of the software. If you have a basic understanding of 3d, you can just look at the image and know what to do.
There's no magic workflow that skips learning it. Nor is there some magic tutorial that'll tell you exactly how to do it.","attachment":null,"posted":1712699892},{"board":"3","thread":977728,"pid":980095,"name":"Anonymous","msg":"is a zoetrope possible in blender?
well yes obviously it's possible, but is it possible the traditional way? ie with a simulated strobe/slat type of setup. or would one have to pull some tricks with it? the few 3dcg zoetropes I've been able to found appear to fake the effect in one way or another so im wondering if i should even try the real way or just fake it myself.","attachment":null,"posted":1712703397},{"board":"3","thread":977728,"pid":980105,"name":"Anonymous","msg":">>980035
>>980063
started over from scratch. i started with the pelvis first and made it a lot lower, instead of starting with the feet first and adjusting everything else to fit them. i think that was a point of fuckery in the first attempt because i believe it ended up limiting the stride a little bit by being too high throughout the whole process? idk. the hips swing and up and down motion on the entire body is increased a bit. also I tilted her forward slightly. My work sees a shitload of foot traffic so I was able to watch people walk around today and they all seem to lean forward just a tiny bit when walking. didnt fuck with the arms at all though, just copy pasted them from the first attempt. want to get the lower body as good as I can first.
anyways are the knees too bent now? idk having a rough time with that. as it is now either they get to be bent with smoother animation, or they can be a little straighter but start snapping around. is there a way to compromise? long way to go.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712713859832052.webm","filename":"rain walk 2.webm"},"posted":1712713859},{"board":"3","thread":977728,"pid":980108,"name":"Anonymous","msg":">>980105
Yeah, the legs are too bent. Where is your straight leg frame? She's all bends, no straights. Sorry I can't help you with whatever "snapping" issue you're having. I've still yet to learn 3D animation. But a walk cycle is a walk cycle, bet it 2D or 3D. And at some point, the leg should come straight while the foot is down. Everyone's a little different. Some people go straight legged as their heel touches the ground. Others take a bended step, then straighten as they make the pass from front to back. But the leg always inevitably goes straight when it's crossing from front to back.
Also, I think you got the bobbing motion backwards. She's going up on extension, when she should be going up on cross. This might just be a byproduct of the lack of a straight leg. idk. But regardless. When the legs are the widest, she should be at her lowest. And then during the cross frame she should be at the highest, where the leg is straight and under her.
Hips are looking better.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712716049641599.png","filename":"walk frame.png"},"posted":1712716049},{"board":"3","thread":977728,"pid":980109,"name":"Anonymous","msg":">>980108
>Also, I think you got the bobbing motion backwards
holy shit you're right wtf am i doing. simple enough fixt, gonna mes with it more tomorrow to see about the straighter legs ty for your help","attachment":null,"posted":1712717041},{"board":"3","thread":977728,"pid":980111,"name":"Anonymous","msg":"Am I doing it right?","attachment":{"attachment_url":"https://i.4cdn.org/3/1712718998871747.webm","filename":"0001-0043.webm"},"posted":1712718998},{"board":"3","thread":977728,"pid":980112,"name":"Anonymous","msg":">>980092
Okay.","attachment":null,"posted":1712721815},{"board":"3","thread":977728,"pid":980117,"name":"Anonymous","msg":">>980108
Let me show you how the concept of high and low point in walk cycles work. You have to study years of anatomy to be able to do this.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712726236926567.webm","filename":"0001-0130.webm"},"posted":1712726236},{"board":"3","thread":977728,"pid":980144,"name":"Anonymous","msg":"what youtube tutorials/channels do you recommend? i don't want to be stuck in tutorial hell
>t. want to model characters and basic environments and objects","attachment":null,"posted":1712758886},{"board":"3","thread":977728,"pid":980150,"name":"Anonymous","msg":"Say my primary motivation is short videos of obscure fetishes using original characters, preferably ones that don't look like dogshit (although I imagine they will for a while). What would be the best way of going about learning this for someone who is new to the field? Is it a case of choose maya/blender etc, learn sculpting, build the characters from scratch, learn composition/lighting/animation/all the other fundamentals and then just build everything myself from scratch?
Just wondering what the process is like for the bigger video creators, and if there's a bunch of shortcuts they use, because it seems like a mammoth task doing all this from scratch and they pump out their content monthly or even quicker.","attachment":null,"posted":1712763163},{"board":"3","thread":977728,"pid":980151,"name":"Anonymous","msg":">>980150
>obscure fetishes
acompañamiento psicologico","attachment":null,"posted":1712763567},{"board":"3","thread":977728,"pid":980168,"name":"Anonymous","msg":">>978897
I haven't started weight painting yet, but I'm about to start rigging. How would you recommend learning weight painting and what do you wish you'd known before starting?","attachment":null,"posted":1712783582},{"board":"3","thread":977728,"pid":980171,"name":"Anonymous","msg":">>979807
CG Cookie's Human course if you can afford of course, unfortunately it doesn't go over the entire human body just the head, but you could probably learn enough to apply to the rest of the body too","attachment":null,"posted":1712786384},{"board":"3","thread":977728,"pid":980176,"name":"Anonymous","msg":">>980144
my personal tierlist/opinions, im more interested in animation so it's kinda biased towards that but yeah
S Tier:
Pierrick Picaut / p2design - animation/rigging
Grant Abbit - general/modeling/sculpting, the “Bob Ross” of 3d
AlexOnStory - animation, industry pro just giving away absurdly good advice for free
AM/AS educational uploads - animation
Blender talks - varies in subject and quality, but overall very good.
A Tier:
Alien Soup - general, good voice, extremely experienced and has basically been doing 3d since it was a thing, only flaw is he doesn’t upload very often
Dikko - modeling/animation
TomCAT - modeling
Ryan King Art - materials/modeling
SpeedChar - sculpting
Martin Klekner - general
RoyalSkies - general/game stuff
Aryan - product design/animation
AlaskanFX - procedural node stuff in blender
B Tier:
BranSculpts - sculpting/modeling basically just regurgitates other tutorials in a more digestible format
NhijQuang - modeling/npr
2AM - modeling/npr
Doodley - animation
Joey Carlino - general/animation
YanSculpts - sculpting
Ducky 3D - general
DannyMac - sculpting
JL Mussi - hard surface and maya, comes off as kinda scammy and wants you to buy his stuff but very knowledgeable regardless
BrianKouhi - animation
C Tier:
SouthernShotty - general
Dillongoo - animation/npr
Donut guy - donuts (based!)
Sir Wade Neistadt - animation
Gutter Tier:
InspirationTuts - slop, stolen content, ai
Smeaf - product design, slop, zoomer brainrot
Kaizen - smeaf but somehow worse","attachment":null,"posted":1712790003},{"board":"3","thread":977728,"pid":980178,"name":"Anonymous","msg":"anons, guess the sex of this character based on the head/face i need an opinion that isnt my own.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712790606762420.jpg","filename":"head.jpg"},"posted":1712790606},{"board":"3","thread":977728,"pid":980180,"name":"Anonymous","msg":"brought my shitty laptop into work and got this one going. forgot to bring rain on my usb and i couldnt get internet so we're stuck with akali this time. i feel like it's getting a little easier, but at the same time it's also getting worse.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712790964523997.webm","filename":"walk3.webm"},"posted":1712790964},{"board":"3","thread":977728,"pid":980181,"name":"Anonymous","msg":">>980178
Based on chin, lips, nose, brow ridge, head height, and neck to head width ratio I'd say male.","attachment":null,"posted":1712791601},{"board":"3","thread":977728,"pid":980190,"name":"Anonymous","msg":">>980181
thanks for your help","attachment":null,"posted":1712797078},{"board":"3","thread":977728,"pid":980196,"name":"Anonymous","msg":"is it possible to sculpt something with the subdivision modifier turned up but not applied, and then to turn the subdivision down when you're done? or will just just not work?","attachment":null,"posted":1712803161},{"board":"3","thread":977728,"pid":980197,"name":"Anonymous","msg":">>980178
Entirely, 100% male. The fact that you're even asking, makes me concerned.
>>980180
Are you this anon? >>980105 If so, then I think this new walk cycle is your best one yet. Still a little stiff, but it's a lot harder for my critical eye to pick up on what exactly is wrong. So I'm going to say it's a tangible improvement. You probably just need to make some small adjustments to timing here and there.","attachment":null,"posted":1712803243},{"board":"3","thread":977728,"pid":980201,"name":"Anonymous","msg":">>980196
I assume you're talking about blender. If so, you basically just described the multires modifier.","attachment":null,"posted":1712804095},{"board":"3","thread":977728,"pid":980202,"name":"Anonymous","msg":">>980197
yeah that is me. where do I begin with addressing stiffness? is that just more graph editor tweaking? probably need to do something with the arms too I guess, they're definitely causing a stiff look. i basically ignored them again opting to spend most of my trying to stop the legs from snapping all over the place instead.","attachment":null,"posted":1712804383},{"board":"3","thread":977728,"pid":980203,"name":"Anonymous","msg":">>980201
sorry, i should have specified. i am talking about blender. so that modifier would let me sculpt at a higher level then turn the complexity down afterwards without it being totally destructive?","attachment":null,"posted":1712804427},{"board":"3","thread":977728,"pid":980204,"name":"Anonymous","msg":">>980203
Yeah, you can throw it on, press subdivide in the modifier, sculpt or collapse modifiers into it, then reshape the original mesh from the modifier to match the sculpted/modified shape - or modify the original unsubdivided mesh with the sculpted changes preserved, and so on. You can also bake normals from the higher subdivision levels of the multires directly using a checkbox in the bake settings, just be aware that, I think, there's still a bug where if you smooth the uvs in the modifier and try to bake normals using that particular checkbox, the uv padding will have issues, so just choose "none" for uv smoothing if you intend to use that box. Multires is also the intended way of sculpting clothing using the cloth brush and pose/boundary brushes set to cloth simulation. You see, the fold scale using those brushes is entirely dependent on mesh density, so you need a quick way to control that to easily define large and small folds.","attachment":null,"posted":1712805236},{"board":"3","thread":977728,"pid":980205,"name":"Anonymous","msg":">>980204
clothing was my aim for this so I'm glad my thought was on the right track. thanks","attachment":null,"posted":1712805465},{"board":"3","thread":977728,"pid":980266,"name":"Anonymous","msg":"Is there a way to move the horizon line in Blender's sky texture node?","attachment":null,"posted":1712867907},{"board":"3","thread":977728,"pid":980281,"name":"Anonymous","msg":"sorry for the shitty editing, but what's the correct approach for hips? I watched a few other animated walk cycles today and I saw both types...","attachment":{"attachment_url":"https://i.4cdn.org/3/1712876753065822.webm","filename":"kali walk hips comparison.webm"},"posted":1712876753},{"board":"3","thread":977728,"pid":980282,"name":"Anonymous","msg":">>980281
also running into this issue with the legs, adjusting the curve slightly makes it look a little better but I know that would likely fuck things up down the line when it comes to moving her forward.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712876858392813.webm","filename":"kali legs comparison.webm"},"posted":1712876858},{"board":"3","thread":977728,"pid":980283,"name":"Anonymous","msg":">>980282
ok last one sorry for the spam. todays progress.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712876982529496.webm","filename":"kali walk day 2.webm"},"posted":1712876982},{"board":"3","thread":977728,"pid":980290,"name":"Anonymous","msg":"I don't know if you're going to hate me for this and I do like both >>980105 and >>980283 and I'm fascinated by hand made things but this:
https://www.motorica.ai/mogen
is an AI-assisted walk cycle generator if you want to try it. You can set the expression and then download an FBX file similar to Mixamo.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712879763005543.jpg","filename":"motorica.jpg"},"posted":1712879763},{"board":"3","thread":977728,"pid":980295,"name":"Anonymous","msg":">>980290
don't hate you or ai or anything. more interested in learning the process than the final result honestly. like the actual skill/art of animation. even if its shitty I derive great satisfaction from sitting back and watching my animation and knowing that I made it. learning purely for the sake of learning is a luxury I can finally have in my life and ai doesn't really fulfill that.","attachment":null,"posted":1712880302},{"board":"3","thread":977728,"pid":980310,"name":"Anonymous","msg":">>980281
Right looks better, for hips I try to make them travel positionally in a rhythmic figure 8 pattern
and rotationally you want them to ba-donk-a-donk with a slight loading up of the weight and a noticeable 'moving hold' on each side
thruout the step rather than a super fluid sine wave type motion, they should move much like a double bladed paddle of a canoe
with slight but noticeable punctuation on each step. Female's have more sway than males but it's still quite subtle if meant as naturalistic for traverse.
Left is a very exaggerated walk like a fashion models strut down the catwalk, few will walk anything like that for distances as it's wasting energy.
Use a walk like that if there is a scene where your character is trying riss herself up, It looks to thirsty for my tastes if it's used everywhere.
>>980282
That is a type of 'IK pop', increase the solvers accuracy make sure your roll-off follows a smooth curve at lift off and don't do any sharp accelerations to lessen it. To completely eliminating it you would transition to FK as soon as the leg isn't loaded so you can swing the limb freely along a natural double pendulum path.","attachment":null,"posted":1712897496},{"board":"3","thread":977728,"pid":980314,"name":"Anonymous","msg":"Has anyone used the ACES OCIO config in Blender? The look transform works fine but I can't use the color pickers without them messing up the colors. I don't want to use the built-in AgX or Filmic looks since I don't like the way they desaturate bright monochromatic colors.","attachment":null,"posted":1712905883},{"board":"3","thread":977728,"pid":980316,"name":"Anonymous","msg":">>980178
>>980197
what about now?
also is there a place to ask for anonymous opinions on this kind of stuff i dont want to clutter up this thread","attachment":{"attachment_url":"https://i.4cdn.org/3/1712911418853401.jpg","filename":"head.jpg"},"posted":1712911418},{"board":"3","thread":977728,"pid":980317,"name":"Anonymous","msg":">>980283
Not bad. It's improving. Now what are you going to do about that arms swaying? Make the arms more in sync with the opposite leg. right arms syncs with left leg. Left farm syncs with right leg. It doesn't have to be *exact*, but it should be near enough that you feel the two elements counterbalancing. I suspect that the arm needs to move from back position to the front position a lot quicker.
I would also bring her feet in a lot closer to center. The should almost be getting in the way of each other, but just barely avoiding touching when they cross.","attachment":null,"posted":1712911950},{"board":"3","thread":977728,"pid":980318,"name":"Anonymous","msg":">>980316
you got a thing for big square features huh? Well, I'm not going to judge you. A lot of women have blocky features. For those kinds of women, they can look fairly androgynous when sculpted on a featureless bald surface. A lot of their femininity coming from subtle features of the skin, and brows, and lashes, and smile and stuff like that. I'm trying hard to imagine your sculpt as a woman, and I can kind of see it.
If you're working from reference, then all you can do is try to be as accurate as possible and trust the process. If you sculpted that from imagination, well... I don't know.","attachment":null,"posted":1712912436},{"board":"3","thread":977728,"pid":980319,"name":"Anonymous","msg":">>980318
yes its from reference, shes got thin lips and square features, i picked it because her face is nice and symmetrical so i wouldn't have to worry about asymmetry when learning the process.
i was worried about it looking too manly at first, good thing i asked to confirm it, whenever i went to make it look more stereotypically female i started to lose resemblance so its a bit frustrating to work with. thank you for your help","attachment":{"attachment_url":"https://i.4cdn.org/3/1712913379939400.jpg","filename":"reference.jpg"},"posted":1712913379},{"board":"3","thread":977728,"pid":980322,"name":"Anonymous","msg":">>980319
Is that particular photo your only reference? I think I see some inconsistencies, but it's difficult to compare when she's at such an angle. Do you have a straight head shot?","attachment":null,"posted":1712915485},{"board":"3","thread":977728,"pid":980323,"name":"Anonymous","msg":">>980322
biggest one right now is that they eyes are a little big i think, i keep doing that with my sculpts so far, but when i make em smaller the face starts losing similarity","attachment":{"attachment_url":"https://i.4cdn.org/3/1712916248628977.jpg","filename":"MET-ART_AF_329.jpg"},"posted":1712916248},{"board":"3","thread":977728,"pid":980324,"name":"Anonymous","msg":">>980316
>also is there a place to ask for anonymous opinions on this kind of stuff
Here.
It's literally the point of the thread. Or /wip/.","attachment":null,"posted":1712916335},{"board":"3","thread":977728,"pid":980332,"name":"Anonymous","msg":">>980323
Here, this is what I would change. Take it as a *suggestion*. Not a guide. It's just easier to convey what I mean with images rather than words.
I tossed it into photoshop, moved some bits around with the liquify tool, and painted on top a little. So it's a 2D cheat. It might not be totally applicable in 3d.
But my thinking is that the eyes need to be considerably smaller. And her jaw isn't wuite as large as you made it. To my eyes, it appears her jaw is slimmer than her cranium. But your image seems to make her jaw as large, if not a little larger than her cranium. That could just be a perspective thing though.
I painted in a tiiiiny bit more padding around the mouth and corner of lips, and then shaded her cheeks to make them slightly more pronounces. Very light touches there.
Her nose could be a little slimmer too. Again, maybe just a perspective thing, but I made it slimmer anyway.
She has more than one fold above her eyes, I didn't bother with that, but you should.
I hope that helps. If you're as accurate as you can be, then the pieces will fall into place, and she'll look very feminine in the end. She's a good model.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712920616466096.jpg","filename":"1712911418853401 edit.jpg"},"posted":1712920616},{"board":"3","thread":977728,"pid":980333,"name":"Anonymous","msg":"In Blender, is there a command/plugin/script that can correctly fuse all submesh of a rigged model, and atlas the textures properly?
It's to export to a game engine, and just Ctrl+J doesn't cut it.","attachment":null,"posted":1712923107},{"board":"3","thread":977728,"pid":980370,"name":"Anonymous","msg":"https://www.youtube.com/watch?v=JR7bM2XPHw0
what kind of techniques were used to make something like this, like how was the lighting done and green tint and crisp aliasing, ect","attachment":null,"posted":1712964146},{"board":"3","thread":977728,"pid":980380,"name":"Anonymous","msg":">>980317
They already are in sync with the opposite leg though? or am I misunderstanding? I tweaked them a bit more today though, now they rotate forward a little more. Observed tons of people walking today. noticed a lot of the arm motion comes from the elbow and below so lowered the upper arm motion slightly and increased the lower arm slightly. moved the feet closer together but noticed a new problem while doing that. gonna see about fixing it myself but I'll post it here if I can't figure it out.
>>980310
>To completely eliminating it you would transition to FK as soon as the leg isn't loaded so you can swing the limb freely along a natural double pendulum path.
would I accomplish that by keying the ik/fk toggle in the rig ui? seems like a bit much considering I barely know what i'm doing in the first place kek
thanks both of you for the help and feedback it is greatly appreciated","attachment":{"attachment_url":"https://i.4cdn.org/3/1712968576286759.webm","filename":"akali day 3.webm"},"posted":1712968576},{"board":"3","thread":977728,"pid":980388,"name":"Anonymous","msg":">>980332
moved a little in that direction, still feel the eyes need more adjusting","attachment":{"attachment_url":"https://i.4cdn.org/3/1712975746025059.jpg","filename":"headd.jpg"},"posted":1712975746},{"board":"3","thread":977728,"pid":980391,"name":"Anonymous","msg":">>980370
What do you mean? Just model an escalator. Lighting is probably just diegetic (i.e. shit in the scene like ceiling lamps). Green tint is just color grading, "crisp aliasing" I've got no fucking clue what you're talking about. Just render it. Subpixels exist and get anti-aliasing for free.","attachment":null,"posted":1712980115},{"board":"3","thread":977728,"pid":980394,"name":"Anonymous","msg":"I got Nyl models, but blender dies when I'm trying to do partial soft body. Is it over for my potato-pc, or I'm doing something very wrong?
I'm trying to apply soft body to 1.5k vertices while fixing rest 14k with "goal". How else can I simulate body physics for posing?","attachment":null,"posted":1712982906},{"board":"3","thread":977728,"pid":980395,"name":"Anonymous","msg":">>980388
just gonna head on forward from here with the rest of the body, will come back for another look at the face this is close enough for now i think wouldnt want to get booged down so early","attachment":null,"posted":1712983426},{"board":"3","thread":977728,"pid":980437,"name":"Anonymous","msg":">>980380
This clip didn't come out right because I didn't spend much time matching the rest poses. I just wanted to show you that women do funny stuff with their legs when they walk.","attachment":{"attachment_url":"https://i.4cdn.org/3/1713036880747408.webm","filename":"0001-0278.webm"},"posted":1713036880},{"board":"3","thread":977728,"pid":980440,"name":"Anonymous","msg":"I'll re-do it better when I have time but maybe this exceptionally non-perverted angle can illustrate my point.","attachment":{"attachment_url":"https://i.4cdn.org/3/1713040781736083.webm","filename":"0001-0277.webm"},"posted":1713040781},{"board":"3","thread":977728,"pid":980443,"name":"Anonymous","msg":">>980437
>>980440
Get out. You already spam your shit enough on the rest of the board.","attachment":null,"posted":1713043351},{"board":"3","thread":977728,"pid":980454,"name":"Anonymous","msg":">>977728
>trying to duplicate an object and rotate it around an empty
>works with an unedited cube
>breaks the second I try to change the cube in any way
any ideas of what I'm doing wrong?
The origin and 3d cursor are already on the empty object's center.","attachment":{"attachment_url":"https://i.4cdn.org/3/1713048942468261.png","filename":"13.04.2024_16.55.24_REC.png"},"posted":1713048942},{"board":"3","thread":977728,"pid":980455,"name":"Anonymous","msg":">>980454
forgot to mention, I'm using an array modifier with object offset","attachment":null,"posted":1713049002},{"board":"3","thread":977728,"pid":980457,"name":"Anonymous","msg":">>980454
oh shit i can actually help for once
something very similar happened to me last thread, turned out I needed to apply my scale iirc. if that doesn't fix it then i have no clue though kek","attachment":null,"posted":1713049549},{"board":"3","thread":977728,"pid":980462,"name":"Anonymous","msg":"added in a bunch of smaller details. the hair had some toggles that gave it physics but it looked janky when it came to looping the video so I disabled them and tired to do it manually.
i tried to set up the floor in such a way that you could tell she's moving forward now but idk if it's really that obvious. maybe I need to texture it.","attachment":{"attachment_url":"https://i.4cdn.org/3/1713051643026062.webm","filename":"walk day 4.webm"},"posted":1713051643},{"board":"3","thread":977728,"pid":980463,"name":"Anonymous","msg":">>980380
>>980462
>They already are in sync with the opposite leg though? or am I misunderstanding?
Not close enough. More closer in sync. Hell, from my observations, it appears that the hand starts pulling back slightly faster than the leg does. So maybe time the hand to pull back slightly sooner, and then sort of even out when the hand is all the way back.
Everything feels mistimed. But I can't tell if it's "everything", or just the mistimed arms creating the illusion that everything is mistimed. So I think you should definitely address the arm timing.(or at least, I would, if I had the reigns) After that? We'll see. I have more thoughts. But I don't want to bog you down with too many things at once.","attachment":{"attachment_url":"https://i.4cdn.org/3/1713053091296571.jpg","filename":"Untitled.jpg"},"posted":1713053091},{"board":"3","thread":977728,"pid":980464,"name":"Anonymous","msg":">>980463
ah i see what you mean now, my bad. I'll fiddle with it, thanks
and by all means bog me down, roast me, be brutal idgaf. if I didn't want criticism I wouldn't post to 4chan.","attachment":null,"posted":1713053519},{"board":"3","thread":977728,"pid":980472,"name":"Anonymous","msg":">>980464
>and by all means bog me down, roast me, be brutal idgaf. if I didn't want criticism I wouldn't post to 4chan.
I'll be honest with my opinions. But I don't want to give you a checklist of half a dozen things to "fix". At least not at this juncture. I really want to see the the arm time changed first. So I can be more certain of other aspects.
For now, I'll just say, I'm still not feeling the full weight of her stride. The parts are all moving. But they don't feel interconnected. I'm not feeling the counterbalancing.
Also, it would help if you didn't spin the camera around. I liked how you set it up here: >>980105","attachment":null,"posted":1713059061},{"board":"3","thread":977728,"pid":980478,"name":"Anonymous","msg":">>980472
fair nuff, here ya go. I think her left arm here is gonna look a little different than the right because I'm still messing with it.
For whatever reason I can't just shift+d this model like I could with the rain model, it distorts her legs and messes up her top and all that shit. do you know if there's a way to fix that? would definitely be a bit easier to do than making 3 different renders then mashing them together in resolve","attachment":{"attachment_url":"https://i.4cdn.org/3/1713063572394744.webm","filename":"kali 3 ways.webm"},"posted":1713063572},{"board":"3","thread":977728,"pid":980498,"name":"Anonymous","msg":">>980478
>do you know if there's a way to fix that?
Me? No. Maybe someone else knows how to do that.
>I think her left arm here is gonna look a little different than the right because I'm still messing with it.
Do both of them before posting again. Because one arm moving kinda-sorta-not-really properly isn't doing enough.","attachment":{"attachment_url":"https://i.4cdn.org/3/1713075977302615.jpg","filename":"walking minutia.jpg"},"posted":1713075977},{"board":"3","thread":977728,"pid":980529,"name":"Anonymous","msg":">>980498
something more in this direction then?","attachment":{"attachment_url":"https://i.4cdn.org/3/1713112900522331.webm","filename":"arms.webm"},"posted":1713112900},{"board":"3","thread":977728,"pid":980616,"name":"Anonymous","msg":">>980529
Better. Do you see the difference? Do you *feel* the difference? It's taken a while, but I think you finally arrived at the basic mechanical starting point. There's still more to do. You're going to have to get help from someone else to fix whatever the IK snapping issue is going on with her legs. It's subtle but still noticeably jittery.
But for everything else, here's what I would do:
-She's walking rather fast, so I would slow her down a little. Unless you like the speed. In which case, keep it.
-Give her hands/arms a longer arc. Perhaps bend more forward at the elbow at peak. And actually bring the shoulder forward too, to assist. And rotate back at the shoulder to bring the hand a little more back during the backward peak.
Arm swings can be variable depending on what the person is doing. Speeding up, slowing down, steady, lollygagging, or just deliberately flopping their arms for effect. So there isn't an exact science to how much the arms should be swinging. I just think it's appropriate to hive her a longer front to back arc. It will sell the motion more.
-I think a subtle twist to her hips would really help too. When the leg is forward, so should the hip come forward on the same side. When the leg is back, so should the hip come back on that side. Thus, creating a sort of twist to the hip.
Again, this is variable. I like everyone's hips move this way to some small degree, but women seem to twist more than men. So you can really play into as a feminine affectation.
-Curl the fingers of her hand slightly. her middle and index are too straight.
-As the arm is swinging from back to front, bring the wrist and elbow in toward the body. As the arm is swinging from front to back, allow it to float away a little bit. As you have her currently, her arms are already away from the body. So you need to bring them closer, during the appropriate time of her swing.","attachment":null,"posted":1713146023},{"board":"3","thread":977728,"pid":980617,"name":"Anonymous","msg":">>980616
>>980529
Also, I hope you're checking the things I said. I don't want you just following my word, and not understanding. I'm looking up like a dozen references over here, just to double and triple check my own knowledge. You should do that too. You should read what I say, look for yourself. And confirm the validity of the statement. I showed you where to look for references already. You can get views of women walking from the front, side, back. In heels, in sneakers, in other kinds of shoes.(shoes affect one's gait) Walking on treadmill, or walking on pavement, or hiking on uneven ground.
Find some suitable references. Confirm what I say, so you can feel confident that you're getting it right, and not just blindly following the guidance of some anon.
I know you say your work allows you to observe a lot of walkers. But you don't get to freeze them, and check their movement frame by frame.","attachment":null,"posted":1713146959},{"board":"3","thread":977728,"pid":980622,"name":"Anonymous","msg":">>980616
>>980617
yeah i think so. i was definitely offsetting them too much looking back, but hey, mistakes are where knowledge is made. I'm gonna adjust the arms a little bit more and then start over again. Something happened along the process where the stuff is extremely fucked up in the graph editor. frankly it's a miracle that it's still semi-coherent at this point. there are keyframes in random places that I swear I never added and apparently they are integral to the animation because if I try to delete them then everything shits the bed. deleting all keyframes on the arms and starting over has helped, but the problem has still persisted. I'm assuming i fatfingered a hotkey that I wasn't supposed to at some point because this never happened with the other character. it's definitely not autokeying either if that's what you're thinking, already ruled that out.
>walking speed
it's a 24 frame cycle purely because the first tutorial I watched on this topic recommended 24. while I kinda like the speed, if i wanted to slow it down I would just increase the frames by an even number, yeah? 26, 28, 30, etc?
>references
i looked at https://www.youtube.com/watch?v=G8Veye-N0A4 and some other 3d animated walk cycles as well as your links a lot. I will be first to admit im shit at looking at references though, something to work on. probably should have downloaded it and brought it directly into blender to look at.
>blindly following the guidance of some anon
nah i've been on this shithole website longer than I would care to admit and like to think I know better than that. if I blindly listened to advice here I would have probably deleted system32 or made mustard gas at some point over the years kek. next plan is to start completely from scratch with a new rig, no tutorials, no /beg/ging, and try to apply everything I've learned thus far. from there probably gonna try a run or lipsyncing something, idk. or maybe go back and redo the damn ball lmao","attachment":null,"posted":1713148974},{"board":"3","thread":977728,"pid":980629,"name":"Anonymous","msg":">>980622
You chose a weird references. Because she's beginning her walk, and your animation is already mid walk. And she's got an imbalanced arm swing. Your character has an even one. Her pelvis also comes very far forward, with shoulders back.
Well in an case, about frames. There are two different times. 1, is the time the animation is running at. 2, is the time your character is moving. They're strung together, but separate. Increasing your character's walk cycle is 24 frames, and the timeline is set at 24 frames, then that means your character is stepping twice per second. Which is a little fast. So yes, increasing the walk cycle up a few frames by even numbers will effectively slow it down.
But what if the timeline is set to 12 frames a second, and the walk cycle remains 24 frames? Well each step will take a whole second, which is very slow. That's why it's important to determine what time your timeline is going to run at, and stick with it. If you decide you want to change it later, then it might effect the timing of your animations.(Blender might auto adjust that, idk)
But because these two times need to maintain a steady relationship between each other, I think it's useful to think of them in terms of decimals. If a second is represented by 1, and your walk cycle is even with the second, then it's also a 1. A 1:1 ratio.
In order to slow down the walk cycle, you need to increase the length of the walk cycle. Say you increase it to 30 frames. Well 30/24=1.25 Therefore, it's a 1:1.25 ratio.
Thinking of it as 1 to 1.25 will be easier translate when setting up your frames. Because you know that no matter what the second is, your cycle has to be about 25% longer than the second.","attachment":null,"posted":1713156850},{"board":"3","thread":977728,"pid":980680,"name":"Anonymous","msg":">working on blender file
>for some reason I have two files with the same name I'm working on
>save wrong file and close
>all progress on the one is completely gone
I will actually off myself.","attachment":{"attachment_url":"https://i.4cdn.org/3/1713207272635362.png","filename":"23.03.2024_04.20.26_REC.png"},"posted":1713207272},{"board":"3","thread":977728,"pid":980689,"name":"Anonymous","msg":">>980680
Happens to me like once a month. Genuinely don't understand why the fuck don't overwritten files just go the trash bin instead of getting poofed out of existence forever","attachment":null,"posted":1713213073},{"board":"3","thread":977728,"pid":980691,"name":"Anonymous","msg":">>980629
not that anon, could you suggest good resources for 3d animation references?","attachment":null,"posted":1713214201},{"board":"3","thread":977728,"pid":980692,"name":"Anonymous","msg":">>980680
Blender saves a fuckload of recovery files.
Check the folder. "File>Recover>Auto Save". You'd be surprised how much shit is in there. If you've got the auto save interval at 5mins or so, you'll never lose anything important if something goes catastrophically wrong like you losing power or Blender crashes.
>>980689
Because that's not how computers work. That'd be retarded. The recycle bin isn't some magical folder that removes a file's space on the drive while it's in there. It's still taking up space until its empty.
Factor that in with how many times (you should) compulsively save, and simple projects would get real bloated real quick.","attachment":null,"posted":1713214280},{"board":"3","thread":977728,"pid":980704,"name":"Anonymous","msg":">project is 24 fps
>animating on twos
>effectively 12 fps
>so why don't they just do the project at 12 fps
someone explain it in a way that a retard (me) can understand","attachment":null,"posted":1713221704},{"board":"3","thread":977728,"pid":980718,"name":"Anonymous","msg":">>980704
Camera is still 24.","attachment":null,"posted":1713237280},{"board":"3","thread":977728,"pid":980721,"name":"Anonymous","msg":">>980704
Laziness.","attachment":null,"posted":1713238359},{"board":"3","thread":977728,"pid":980722,"name":"Anonymous","msg":">>980680
check
C:\\Users\\"user"\\AppData\\Local\\Temp
i have like 92GB of temporary blender files there (you can find these with WinDirStat)","attachment":null,"posted":1713238436},{"board":"3","thread":977728,"pid":980725,"name":"Anonymous","msg":">>980691
No, sorry. I'm not a 3D animator. I've only dabbled with 2D animation.
>>980704
So you can animated on 1s, when it's suitable. When you want it to look extra sweet for specific moments.","attachment":null,"posted":1713244447},{"board":"3","thread":977728,"pid":980735,"name":"Anonymous","msg":"Say I'm designing minis to print.
Do I need to go out of my way to make sure the smallest detail is about the size of the resolution of the printer? Or is no one ever going to notice one way or the other so it doesn't matter?","attachment":null,"posted":1713251699},{"board":"3","thread":977728,"pid":980819,"name":"Anonymous","msg":"this is gonna sound retarded, but I dont remember how I did this chainmail coif Geometry node project and Blender 4.1 changed the "rotate Euler" node and it no longer works, how would I do this in 4.1? The first rotate euler makes the Z axis face out with the normals of the curves, then it gives it a little random rotation on its Z axis so it doesn't look so uniform, and then tilts the individual pieces a bit for a bit of extra randomness.
I had no idea how geometry nodes worked and just pieced together bits of info from old tutorials that are no longer relevant","attachment":{"attachment_url":"https://i.4cdn.org/3/1713307431149200.jpg","filename":"old setup.jpg"},"posted":1713307431},{"board":"3","thread":977728,"pid":980820,"name":"Anonymous","msg":">>980819
the end result","attachment":{"attachment_url":"https://i.4cdn.org/3/1713307493824508.jpg","filename":"mailCoif.jpg"},"posted":1713307493},{"board":"3","thread":977728,"pid":980821,"name":"Anonymous","msg":">>980820
rendered","attachment":{"attachment_url":"https://i.4cdn.org/3/1713307570929903.png","filename":"renderWmaterial.png"},"posted":1713307570},{"board":"3","thread":977728,"pid":980830,"name":"Anonymous","msg":"level with me bros, can one be too old to get into this industry (specifically animation)
im 30 soon and just now getting into this","attachment":null,"posted":1713312915},{"board":"3","thread":977728,"pid":980831,"name":"Anonymous","msg":">>980830
No I don’t think so as long as you have the free time, there’s tutorials for almost everything even a monkey could do it","attachment":null,"posted":1713313243},{"board":"3","thread":977728,"pid":980834,"name":"Anonymous","msg":"want to connect these two keyframes such that there's a nice smooth curve between them. Problem is there's some other keyframes in the way. is there an easy way to make that happen?","attachment":{"attachment_url":"https://i.4cdn.org/3/1713315370788789.png","filename":"keys.png"},"posted":1713315370},{"board":"3","thread":977728,"pid":980847,"name":"Anonymous","msg":">>980834
Delete the keyframes in between? If you're afraid of fucking up the other channels, just lock them.","attachment":null,"posted":1713327197},{"board":"3","thread":977728,"pid":980858,"name":"Anonymous","msg":"Anyone have any tips for doing a low poly fat ass? I can do tits okay but asses are difficult. I'm fine with segmented models","attachment":null,"posted":1713333640},{"board":"3","thread":977728,"pid":980896,"name":"Anonymous","msg":">>980858
What's an ass but tits you can sit on?","attachment":null,"posted":1713389108},{"board":"3","thread":977728,"pid":980911,"name":"Anonymous","msg":"trying the maya 30 day trial... and man the navigation and WER tools are brutal to figure out coming from blender. is there any secret tip to make it more similar to blender's thing where I can move it around without having to interact with a gizmo or do I just have to git gud. i do think it's probably more intuitive their way but I'm just too ingrained with blender's stuff at the moment. i just really like being able to type xyz for an axis and move from there instead of having to click on a tiny ass arrow.","attachment":null,"posted":1713400558},{"board":"3","thread":977728,"pid":981002,"name":"Anonymous","msg":"trying to make her walk angy... how we lookin so far?","attachment":{"attachment_url":"https://i.4cdn.org/3/1713481825609407.webm","filename":"0001-0024.webm"},"posted":1713481825},{"board":"3","thread":977728,"pid":981003,"name":"Anonymous","msg":">>981002
Not enough impact on the torso from the heavy foot steps. A bit of sway or unilateral shoulder movement on time with the steps might help","attachment":null,"posted":1713482705},{"board":"3","thread":977728,"pid":981004,"name":"Anonymous","msg":">>981003
like shoulder kinda comes down-ish with the impact of the foot?","attachment":null,"posted":1713483364},{"board":"3","thread":977728,"pid":981016,"name":"Anonymous","msg":">>981004
Yeah, leg motion feels disconnected fron torso motion","attachment":null,"posted":1713494196},{"board":"3","thread":977728,"pid":981023,"name":"Anonymous","msg":">>981002
We talkin seriously pissed?
Needs a bit more hunch. Bend the arms a bit more to make it look a bit more like a march, and clench them fists up nice and tight.
Also the movement is extremely robotic. I'd probably say because you're using linear interpolation for all of it.
But yeah, angry walk is just a march where you're leaning forward a bit more than usual.","attachment":null,"posted":1713504993},{"board":"3","thread":977728,"pid":981058,"name":"Anonymous","msg":"Really fucking dumb question here, but do I have to have a background in artistry to learn modelling and other 3d stuff? I'm thinking of all the stylized stuff I would want to eventually create but I keep feeling like I need to reel myself back in to reality, because I've only started simple beginner tutorials.","attachment":null,"posted":1713545337},{"board":"3","thread":977728,"pid":981081,"name":"Anonymous","msg":">>981058
No. You don't need art experience.
Plenty of shit, like modelling or UVs, doesn't require it and it's autistic as hell. Now if you're interested in animation and making scenes and the like (that actually look pleasing to the eye), then yeah art experience will help, but you can also pick those up as you go along. 3d is kind of a combination of a bunch of art disciplines.
Of course, it should go without saying that some people pick up those art skills better than others, and there's some that are permanently stuck in mediocrity trying to find that one "super secrit" technique to lift them out of it (AKA Cris).","attachment":null,"posted":1713561760},{"board":"3","thread":977728,"pid":981085,"name":"Anonymous","msg":"im still confused with hips when walking
>right hip goes up when right foot impacts
>left hip goes up when right foot impacts
i swear I've seen it both ways irl, in references, and in animation. am i blind, retarded, or all of the above? which way is it? why are we built like this? what cruel god would design us to be so complex?","attachment":null,"posted":1713565916},{"board":"3","thread":977728,"pid":981091,"name":"Anonymous","msg":"How do I make animateable 3d models in blender that evoke an art style from the 80s? Something like early Pixar pre-Toy Story.
Note that I want to make models in this style not for animated shorts or some shit, but for some games I plan to make. Said games I might make software renderers for, so it is of importance that these kinds of graphics would have to be simplified.","attachment":{"attachment_url":"https://i.4cdn.org/3/1713572375765894.jpg","filename":"knick-knack-disneyscreencaps.com-144.jpg"},"posted":1713572375},{"board":"3","thread":977728,"pid":981092,"name":"Anonymous","msg":">>981091 (me)
Alternatively, I'd be fine with making 3D models more in line with early 90s real time 3D games (such as Virtua Racing or Virtua Fighter).","attachment":{"attachment_url":"https://i.4cdn.org/3/1713572708706597.png","filename":"VirtuaFighter_Model1_US_VsPai.png"},"posted":1713572708},{"board":"3","thread":977728,"pid":981096,"name":"Anonymous","msg":"> looking for low poly shirt because unity cloth
> found one w sub 500 poly
> $10
> "ill just do it myself!"
> result
Why do i suck so bad?","attachment":{"attachment_url":"https://i.4cdn.org/3/1713577292657849.jpg","filename":"IMG-20240420-WA0000.jpg"},"posted":1713577292},{"board":"3","thread":977728,"pid":981097,"name":"Anonymous","msg":">>981096
This is what im trying to replicate","attachment":{"attachment_url":"https://i.4cdn.org/3/1713577364796339.jpg","filename":"IMG-20240320-WA0000.jpg"},"posted":1713577364},{"board":"3","thread":977728,"pid":981098,"name":"Anonymous","msg":">>981096
Looks better than whatever I can make.","attachment":null,"posted":1713577922},{"board":"3","thread":977728,"pid":981099,"name":"Anonymous","msg":">>981096
>>981097
i mean im not an expert but isn't low poly mostly texturing? you won't really know until you texture it i guess.","attachment":null,"posted":1713578546},{"board":"3","thread":977728,"pid":981100,"name":"Anonymous","msg":">>981023
yeah. everything is set to bezier with a few exceptions. made some tweals, tried to give torso some more involvement","attachment":{"attachment_url":"https://i.4cdn.org/3/1713580103795132.webm","filename":"0001-0024.webm"},"posted":1713580103},{"board":"3","thread":977728,"pid":981101,"name":"Anonymous","msg":">>981100
https://www.youtube.com/watch?v=2e0Fzm_mmOE
https://www.youtube.com/watch?v=G8Veye-N0A4
I feel like the hips and shoulders should move a little towards each other on the side of the body that pressure is placed","attachment":{"attachment_url":"https://i.4cdn.org/3/1713582385996857.png","filename":"walk.png"},"posted":1713582385},{"board":"3","thread":977728,"pid":981102,"name":"Anonymous","msg":">>981101
i see what you mean. coincidentally I discovered some bones earlier that were hiding from me, looking at this I suspect they may be what I will need to do that.","attachment":null,"posted":1713583562},{"board":"3","thread":977728,"pid":981119,"name":"Anonymous","msg":">>981102
also the feet maybe pointing out but also swinging in a little","attachment":null,"posted":1713613083},{"board":"3","thread":977728,"pid":981133,"name":"Anonymous","msg":"Terrible drawing skills + bad modelling ones = EXCELLNECE, need to make the face chunkier more "babyfat" specially at the bottom, but expanding it down and to the sides is rather tricky for me since it ends up too squareish much of the time.","attachment":{"attachment_url":"https://i.4cdn.org/3/1713623711392413.png","filename":"Bush did Nine Eleven.png"},"posted":1713623711},{"board":"3","thread":977728,"pid":981135,"name":"Anonymous","msg":">>981091
>>981092
bump","attachment":null,"posted":1713626875},{"board":"3","thread":977728,"pid":981153,"name":"Anonymous","msg":"do you guys think its retarded to do a "Blender Donut Any%" to start my session every few days? I want to learn to sclupt, but i still find myself forgetting shortcuts or what certain things do when i try doing a bigger project (ie i modeled the thing but how do i mess with the surface and textures) i know it can be looked up, but i find myself wrestling with it all over again and it slows me down.","attachment":null,"posted":1713642510},{"board":"3","thread":977728,"pid":981154,"name":"Anonymous","msg":">>981135
>>981092
>>981091
https://www.youtube.com/watch?v=7s7uSx18DUc
youre looking for guides on low poly modeling (it can actually be quite hard). the knick knack short reminds me of phong shading like this video states but im not an expert myself. another anon has a thread asking about low poly, maybe that can help you!","attachment":null,"posted":1713642674},{"board":"3","thread":977728,"pid":981168,"name":"Anonymous","msg":">>981100
definitely looks better","attachment":null,"posted":1713654189},{"board":"3","thread":977728,"pid":981172,"name":"Anonymous","msg":">>981100
a good way to check for the stuff >>981016 said is to watch the torso by itself and asking yourself "While only being able to see the torso moving, what does it seem the legs should be doing?","attachment":{"attachment_url":"https://i.4cdn.org/3/1713654892991190.png","filename":"sdfsd.png"},"posted":1713654892},{"board":"3","thread":977728,"pid":981173,"name":"Anonymous","msg":">>981172","attachment":{"attachment_url":"https://i.4cdn.org/3/1713655041142433.webm","filename":"17134818256094072.webm"},"posted":1713655041},{"board":"3","thread":977728,"pid":981174,"name":"Anonymous","msg":">>981173","attachment":{"attachment_url":"https://i.4cdn.org/3/1713655133546757.webm","filename":"17134818256094072.webm"},"posted":1713655133},{"board":"3","thread":977728,"pid":981181,"name":"Anonymous","msg":">>981172
>>981173
>>981174
default cube steals the show once again. now I feel like almost too much upper body movement? or am i just seeing things differently now the legs are gone... I have one of the spine bones rotating opposite the hips now. maybe tone it down a little bit? feels almost masculine now idk.","attachment":{"attachment_url":"https://i.4cdn.org/3/1713659791935724.webm","filename":"0001-0024.webm"},"posted":1713659791},{"board":"3","thread":977728,"pid":981200,"name":"Anonymous","msg":">>981181
The entire motion is too swaying. It needs to be more stompy. The front foot should crash down, and everything else should react from the impact. Where's the tension? Like the push and pull of muscle.","attachment":null,"posted":1713682192},{"board":"3","thread":977728,"pid":981209,"name":"Anonymous","msg":"is it possible to use blender to create textures from a shader graph? nothing ive tried seems to work as when using the shader output on a plane i get a nice continuous output, but when trying to render it to a texture i get multiple seams and it looks nothing like id expect it to
sorry if this is worded horribly","attachment":null,"posted":1713697179},{"board":"3","thread":977728,"pid":981229,"name":"Anonymous","msg":">>981209
If the preview on the plane looks okay and you are baking it to the plane it should work, I've baked procedural blender textures that way many times
Trying to imagine what could be going wrong, it's possible that the material is using object space coordinates and the plane is not actually UV unwrapped correctly. Make sure the UVs on the plane are correct","attachment":null,"posted":1713718144},{"board":"3","thread":977728,"pid":981270,"name":"Anonymous","msg":"is rigging in blender a difficult task? like learning how to actually do it, not just using ARP or rigify.","attachment":null,"posted":1713744739},{"board":"3","thread":977728,"pid":981284,"name":"Anonymous","msg":">>981200
so like sharper then? snap down quicker, snap up.","attachment":null,"posted":1713754282},{"board":"3","thread":977728,"pid":981330,"name":"Anonymous","msg":"My first totally self-directed modeling project, now I just need to work on texturing and learn more about the hair FX, not too pleased with how wiry and spaced out they are, anyone got any good resources for that?
Also modeling the razor blades and the razor itself were good exercises in heuristics, for the former I initially got hung up on using loop cuts and fucking about with verts, nah fuck that just booleans and mirrors, for the knurling on the razor I spent the whole day trying to get the geometry nodes to work using a tiny pyramid until I said fuck it and looked up a youtube guide and in less than 20 seconds some Ranjeet made me feel stupid by telling me just poke faces and extend the new verts","attachment":{"attachment_url":"https://i.4cdn.org/3/1713816229946290.png","filename":"Shave.png"},"posted":1713816229},{"board":"3","thread":977728,"pid":981444,"name":"Anonymous","msg":"Do I need to apply mirror modifier before I begin working on uv/texturing?","attachment":null,"posted":1713919434},{"board":"3","thread":977728,"pid":981451,"name":"Anonymous","msg":"> blend1? did i messed up naming files?
> search
> its a backup
are the blender devs early teens? even MS backed up previous OS (when upgrading to windows 10) with a better name (windows.old)","attachment":null,"posted":1713929878},{"board":"3","thread":977728,"pid":981612,"name":"Anonymous","msg":">>981444
Probably, yeah. I'm still a noob. But I'm finding that it's very difficult to move backward after you moved forward. After doing UVs, if you want to go back to modify your mesh, you can cause your UVs to get all fucked up, and it's a hassle to fix. So it's best to make sure you're don't with the mesh entirely before moving on. If you're confident with your final mesh, then go ahead and apply the mirror.
Technically, you don't need to apply the mirror modifier. When it's on, and you unwrap your model, all the mirrored UVs are on top of the half that actually exists. Essentially your UVs are folded in half like a piece of paper. You don't want that if you plan on making your texture asymmetrical. I think you can change some options to to unfold the UVs. But I'm not 100% on that. It's probably best to just apply the mirror so you don't have to bother taking extra steps to fix mirrored UVs.","attachment":null,"posted":1714078850},{"board":"3","thread":977728,"pid":981634,"name":"Anonymous","msg":"so what's the deal with splining? is it more or less skippable if I want a more jittery look?","attachment":null,"posted":1714087031},{"board":"3","thread":977728,"pid":981637,"name":"Anonymous","msg":"https://files.catbox.moe/rx4isq.mp4
how did i do brehs","attachment":null,"posted":1714088144},{"board":"3","thread":977728,"pid":981647,"name":"Anonymous","msg":"I'm guessing there's an easier way to do this than I'm not aware of? Have a staircase in a level that has a flat roof?","attachment":{"attachment_url":"https://i.4cdn.org/3/1714099612049022.png","filename":"image-179.png"},"posted":1714099612},{"board":"3","thread":977728,"pid":981669,"name":"Anonymous","msg":">>981647
maybe delete the side faces and do ctrl+R and add edges to the top as many as you have vertices on the stairs and then connect them that way. But maybe the stairs should be their own separate thing? idk… I haven’t done environmental stuff yet.","attachment":null,"posted":1714129314},{"board":"3","thread":977728,"pid":981681,"name":"Anonymous","msg":">>981647
What would be wrong with making stairs their own thing? I don't know. Just guessing.
I figured a concern may be light bleeding through, but it appears not bleed, as long as the stairs and wall are flush.","attachment":{"attachment_url":"https://i.4cdn.org/3/1714141094955616.jpg","filename":"stairs.jpg"},"posted":1714141094},{"board":"3","thread":977728,"pid":981691,"name":"Anonymous","msg":">>981681
What would be the best way to make sure the two separate meshes are completely flush?","attachment":null,"posted":1714146989},{"board":"3","thread":977728,"pid":981700,"name":"Anonymous","msg":">>981330
Where by the noodles did on the left?
Empty bowl?","attachment":null,"posted":1714155724},{"board":"3","thread":977728,"pid":981702,"name":"Anonymous","msg":">>981691
I don't know about the "best" way. There are a few ways. This is one of them, and probably the best solution for your case:
First, go up to the pivot point menu, and select 3D cursor
Select the face of the wall.(and only the face, make sure nothing else is selected)
Move the 3D cursor to the face.(shift+S > cursor to selected)
Clear selection.(alt+A)
Select all the vertices you want to be flush with the wall. This is up to your discretion.
Now here's where it gets fucky: you probably want to move the vertices with G. But in fact, you want to scale them to do this properly. So press S
You should notice that the points you selected are all converging to the 3D cursor. But you're going to tell them to only move along 1 axis. So press either X, Y, or Z. Now the points should be moving mostly independently. Not all converging to the cursor. Their movement will still pretty random until you do one last thing: press the number 0. They should all snap evenly to the cursor. And because the cursor is set to the face, they should all be snapped to the face as well. If they're not snapped to the face, then don't worry, you probably just selected the wrong axis. So press either Y, Z, or X until it snaps properly.
There are also snapping methods. So look into snapping too.","attachment":{"attachment_url":"https://i.4cdn.org/3/1714157992543103.jpg","filename":"3d cursor pivot point.jpg"},"posted":1714157992},{"board":"3","thread":977728,"pid":981704,"name":"Anonymous","msg":">>981702
Thanks anon, I'll try these out","attachment":null,"posted":1714160017},{"board":"3","thread":977728,"pid":981824,"name":"Anonymous","msg":">>977762
I’m sad you didn’t get a reply
I also don’t know how","attachment":null,"posted":1714265721},{"board":"3","thread":977728,"pid":981999,"name":"Anonymous","msg":"how am i doing","attachment":{"attachment_url":"https://i.4cdn.org/3/1714435572962679.webm","filename":"0000-0111.webm"},"posted":1714435572},{"board":"3","thread":977728,"pid":982080,"name":"Anonymous","msg":"I’m new to sculpting and I bought a course by speedchar for head anatomy
Im trying to make a head everyday, but I’m failing alot
what could I work on to improve and understand my mistakes and correct them?","attachment":{"attachment_url":"https://i.4cdn.org/3/1714508283037652.jpg","filename":"38790E1A-9CD1-4173-B028-BD91A2C65B6F.jpg"},"posted":1714508283},{"board":"3","thread":977728,"pid":982099,"name":"Anonymous","msg":"Where do I pirate ZBrush from","attachment":null,"posted":1714518322},{"board":"3","thread":977728,"pid":982128,"name":"Anonymous","msg":"What do you guys think of hand 'painting' heightmaps for tileable environmental textures? I've been experimenting with it a bit - making the heightmaps in GIMP with gradients and copy/pasting straight into Materialize to see how it looks. I can then get AO and edge maps from Materialize to use as masks for edgeware and dirt.
Obviously this isn't going to be the most scalable or 'professional' approach, but I am finding it a lot more straightforward and convenient in various ways.","attachment":{"attachment_url":"https://i.4cdn.org/3/1714543564113336.jpg","filename":"handmade tex.jpg"},"posted":1714543564},{"board":"3","thread":977728,"pid":982201,"name":"Anonymous","msg":"I want some direction on where to go from where I'm at. I've made a complete animation (before learning how to 3d model) and then took a 3d modeling course. I've mainly used cinema 4d and blender. My goals are to make anime styled animations in 3d.
I'm not sure where to go from here. There's a bunch of stuff I still need to learn and I'm not sure which one I should do first. Should I learn more about textures? Sculpting? Should I try and tackle making humans and rigging them? I'll post some examples of my work so you can get a rough Idea of where I'm at. I don't want to be spoon fed stuff I just want to know what I should go learn. (I have ADD and get overwhelmed when I got too many tasks.)","attachment":{"attachment_url":"https://i.4cdn.org/3/1714614297582063.jpg","filename":"Project part 2+.jpg"},"posted":1714614297},{"board":"3","thread":977728,"pid":982203,"name":"Anonymous","msg":">>982201
>>982202","attachment":{"attachment_url":"https://i.4cdn.org/3/1714614434458029.jpg","filename":"BGP_incomplete_4.jpg"},"posted":1714614434},{"board":"3","thread":977728,"pid":982204,"name":"Anonymous","msg":">>982201
>>982202
>>982203","attachment":{"attachment_url":"https://i.4cdn.org/3/1714614522925171.jpg","filename":"BGP_incomplete_3.jpg"},"posted":1714614522},{"board":"3","thread":977728,"pid":982256,"name":"John Anonymous","msg":">>977728
I made this plugsuit inspired model in vroid and when I tried to rig it with a seperate rig used for source I realized the body suit thing Im using doesn't play nice with it, how do I fix this?","attachment":{"attachment_url":"https://i.4cdn.org/3/1714674701982431.png","filename":"file.png"},"posted":1714674701},{"board":"3","thread":977728,"pid":982390,"name":"Anonymous","msg":"while involving myself with UVs, is it necessary to mark this as a seam when it's already come to an end there? does blender take care of it automatically? already know this unwrap is gonna be a butchery but should probably mitigate it if I can.","attachment":{"attachment_url":"https://i.4cdn.org/3/1714795757187728.png","filename":"UV.png"},"posted":1714795757},{"board":"3","thread":977728,"pid":982739,"name":"Anonymous","msg":"retard here.
I can model but I can't texture. I keep seeing things about "handpainting" but it's all flat texture-less colors.
I want to hand paint textures because it's more intuitive to me but how can I go about adding basic materials/textures to my brushes?
>tldr
I literally want to paint muh models","attachment":{"attachment_url":"https://i.4cdn.org/3/1715112937696518.jpg","filename":"1697531195712564.jpg"},"posted":1715112937},{"board":"3","thread":977728,"pid":982743,"name":"Anonymous","msg":"noob question: low poly also works for character sculpting?","attachment":null,"posted":1715115880},{"board":"3","thread":977728,"pid":983535,"name":"Anonymous","msg":"Is there a reliable source for Adobe Creative Cloud 2024 or just Substance Painter 3D torrents in general? And which version should I be looking for?
Beginner trying to get into texturing.","attachment":null,"posted":1715831413},{"board":"3","thread":977728,"pid":983705,"name":"Anonymous","msg":">getting a job is hard
>most people quit
Is getting a job in 3d modeling/animation really that bad? Is it just over saturation atm due to covid? I see a lot of schools hiring professors for 3D these days and it makes me feel like going in now might be stupid","attachment":null,"posted":1715973387},{"board":"3","thread":977728,"pid":983824,"name":"Anonymous","msg":">>981999
Very nice","attachment":null,"posted":1716081002},{"board":"3","thread":977728,"pid":984334,"name":"Anonymous","msg":"I'm trying to learn to animate while also messing around with MMD and mo-cap stuff in blender. Why is simple shit like retargetting BVH files to MHX rigs so inaccurate and borderline unusable at the best of times? I've already scaled the source and target rigs to be similar in height, both in T-pose, but post retargetting, limbs are flying all over the fucking place","attachment":null,"posted":1716479427},{"board":"3","thread":977728,"pid":984346,"name":"Anonymous","msg":">>982390
you dont need to mark this seam
unless you are going to connect this mesh to something.
but if you are still modeling it then dont mark seams yet.","attachment":null,"posted":1716492228}]}
{"title":null,"posts":[{"board":"3","thread":978133,"pid":978133,"name":"Anonymous","msg":"nefwags can't coneforce","attachment":{"attachment_url":"https://i.4cdn.org/3/1710818951954618.jpg","filename":"coneforce.jpg"},"posted":1710818951},{"board":"3","thread":978133,"pid":978135,"name":"Anonymous","msg":"did I do it right?","attachment":{"attachment_url":"https://i.4cdn.org/3/1710821195307285.png","filename":"tricone.png"},"posted":1710821195},{"board":"3","thread":978133,"pid":978150,"name":"Anonymous","msg":"no matter what i do, i can't move the cone over","attachment":{"attachment_url":"https://i.4cdn.org/3/1710836551822486.png","filename":"attempt.png"},"posted":1710836551},{"board":"3","thread":978133,"pid":979895,"name":"Anonymous","msg":"hard mode: do this in houdini","attachment":null,"posted":1712507951},{"board":"3","thread":978133,"pid":980189,"name":"Anonymous","msg":">>979895
Only if you make a sierpinski triforce.
Then do it in signed distance functions.","attachment":null,"posted":1712796538}]}
{"title":null,"posts":[{"board":"3","thread":978216,"pid":978216,"name":"Anonymous","msg":"is this shit ever coming out","attachment":{"attachment_url":"https://i.4cdn.org/3/1710884565161039.png","filename":"002000392_02390002.png"},"posted":1710884565},{"board":"3","thread":978216,"pid":978220,"name":"Anonymous","msg":""no"","attachment":null,"posted":1710889238},{"board":"3","thread":978216,"pid":978733,"name":"Anonymous","msg":"if it did, do you think it would make you a better artist?","attachment":null,"posted":1711431705},{"board":"3","thread":978216,"pid":980362,"name":"Anonymous","msg":"fuck off iFag","attachment":null,"posted":1712956400},{"board":"3","thread":978216,"pid":980363,"name":"the chair nerd","msg":"","attachment":{"attachment_url":"https://i.4cdn.org/3/1712956483813836.png","filename":"maxon.png"},"posted":1712956483},{"board":"3","thread":978216,"pid":980364,"name":"Anonymous","msg":"Who bought you an iPad, Cris?","attachment":null,"posted":1712957816},{"board":"3","thread":978216,"pid":980366,"name":"Anonymous","msg":">>978216
Blender is trying to make a tablet version too.
https://devtalk.blender.org/t/2024-03-18-tablet-support-ux-and-other-implications/34114
2028 at best I suppose.","attachment":null,"posted":1712961320},{"board":"3","thread":978216,"pid":980387,"name":"Anonymous","msg":">>980366
Maybe if the developers stop adding useless rendering and wasting time on small animation projects. They would complete it by now.","attachment":null,"posted":1712974818}]}
{"title":null,"posts":[{"board":"3","thread":979051,"pid":979051,"name":"Anonymous","msg":"They thought moving smooth feature to modifiers stack was a good thing but they made it even worse
https://www.youtube.com/watch?v=oNGnNRoiKBU","attachment":{"attachment_url":"https://i.4cdn.org/3/1711745455918690.jpg","filename":"IMG-20240329-WA0002.jpg"},"posted":1711745455},{"board":"3","thread":979051,"pid":979052,"name":"Anonymous","msg":"nothing worse than a blender bros video desu","attachment":null,"posted":1711745651},{"board":"3","thread":979051,"pid":979056,"name":"Anonymous","msg":">>979052
>desu
faggot","attachment":null,"posted":1711746794},{"board":"3","thread":979051,"pid":979065,"name":"Anonymous","msg":">>979051
As a max user what blender does here seems analogous to how it works in max. Presenter seems pretty angry and pretty daft desu.","attachment":null,"posted":1711749406},{"board":"3","thread":979051,"pid":979069,"name":"Anonymous","msg":">>979051
I don't see nothing wrong with the change, in fact that's much better if you need to export to other softwares","attachment":null,"posted":1711751913},{"board":"3","thread":979051,"pid":979087,"name":"Anonymous","msg":">>979065
I've never used 3DS MAX but I don't think its developers are so incompetent as to attach an attribute that clearly belongs to the mesh to the object instead.
>>979069
That change is probably going to break every single exporter script.","attachment":null,"posted":1711758798},{"board":"3","thread":979051,"pid":979095,"name":"Anonymous","msg":">>979087
I know but we can export natively now without edge split. better fix it now than never","attachment":null,"posted":1711762392},{"board":"3","thread":979051,"pid":979096,"name":"Anonymous","msg":">>979095
What they did in 4.1 is not a fix for anything.","attachment":null,"posted":1711762804},{"board":"3","thread":979051,"pid":979099,"name":"Anonymous","msg":">>979096
yes It is, anon you can do the test right now.
the only thing i found annoying is using shift K instead of I for keyframes","attachment":null,"posted":1711763677},{"board":"3","thread":979051,"pid":979102,"name":"Anonymous","msg":">>979096
max works that way","attachment":null,"posted":1711764212},{"board":"3","thread":979051,"pid":979139,"name":"Anonymous","msg":">>979102
Even if MAX does it that way (I don't think it does) then Blender used to do it right before.","attachment":null,"posted":1711796311},{"board":"3","thread":979051,"pid":979163,"name":"Anonymous","msg":">>979139
Well in max everything is an 'object' whether it is a editable mesh/poly/patch or spline/NURBs curve etc.
All the modifiers that sit ontop of it are 'Object Space Modifiers'. So the concept of an 'object' in max is a higher level concept than 'mesh'.
It's like the object is just the transform in space representing the container for any geometry and a mesh is a construct that can be a member of that transform.
'Editable Mesh' is legacy in max and superseded by 'Editable Polygon' but in 'Edit Poly' which is what I'm familiar with from the top of my head
you can alter smoothing groups within 'Edit poly' itself or by applying a 'smooth' modifier ontop of it.
Low level smoothing group edits are done with 'Edit Normals' that expose all normals at each vertex and allow you to alter them individually.
Anything you do with a modifier in the stack can be collapsed down into the 'Edit Poly' which you can think of as the mesh/model itself.","attachment":null,"posted":1711815382},{"board":"3","thread":979051,"pid":979173,"name":"Anonymous","msg":">>979139
>even if MAX does it that way (I don't think it does)
You are wrong, Max works that way.
I think you are not seeing the big picture, maybe for you it's something bad because convenience, but for me and others who work in the industry, being capable of compatibility with other software it's a must, and before it wasn't","attachment":null,"posted":1711819853},{"board":"3","thread":979051,"pid":979177,"name":"Anonymous","msg":"dude talks like a side character mob from 90s B film","attachment":null,"posted":1711822844},{"board":"3","thread":979051,"pid":979178,"name":"Anonymous","msg":">>979177
You are not wrong anon.","attachment":null,"posted":1711823193},{"board":"3","thread":979051,"pid":979197,"name":"Anonymous","msg":">>979051
This guy is too masculine, to be whining like such a pussy","attachment":null,"posted":1711839497},{"board":"3","thread":979051,"pid":979200,"name":"Anonymous","msg":">>979197
Your generation doesn't understand the concept of criticism. Nobody ever bothered to explain to you how it works, so you don't know how to deal with it and you demand to get rid of it.","attachment":null,"posted":1711840145},{"board":"3","thread":979051,"pid":979201,"name":"Anonymous","msg":">>979200
Criticism is not immune to criticism itself.
Autosmooth never should have been handle the way it was handled in the first place. The update rectifies the problem. But he's whining because he has to perform a few extra clicks. And it's that really nagging kind of whining, where every two sentences has a sigh and a snide little comment. My parents would have never tolerated such attitude growing up.
He's not that much older than me. So I don't know what you mean by "your generation".","attachment":null,"posted":1711840536},{"board":"3","thread":979051,"pid":979204,"name":"Anonymous","msg":">>979201
>he's whining because he has to perform a few extra clicks
You don't get it.","attachment":null,"posted":1711841903},{"board":"3","thread":979051,"pid":979217,"name":"Anonymous","msg":">>979204
No, you don't get it.
I'm glad that they fixed that shit","attachment":null,"posted":1711852745},{"board":"3","thread":979051,"pid":979221,"name":"Anonymous","msg":">>979139
Sometimes I feel ashamed of being a blender user, I can't find an answer why this is a bad idea","attachment":null,"posted":1711853368},{"board":"3","thread":979051,"pid":979232,"name":"Anonymous","msg":">>979221
If you knew how datablock are organized in Blender you would immediately recognize the changes made for 4.1 as a bad idea. Unfortunately the current developers don't seem to understand how the software works. And it's not just Auto Smooth. Collections are a bad idea too.","attachment":null,"posted":1711868812},{"board":"3","thread":979051,"pid":979241,"name":"Anonymous","msg":">>979232
nobody in this industry seems to really understand how their software works","attachment":null,"posted":1711877425},{"board":"3","thread":979051,"pid":979243,"name":"Anonymous","msg":">>979241
You're right. It's not just Blender. I see things going backwards, becoming more and more unnecessarily complicated and I wonder why.","attachment":{"attachment_url":"https://i.4cdn.org/3/1711880175864934.jpg","filename":"whatever_this_is.jpg"},"posted":1711880175},{"board":"3","thread":979051,"pid":979275,"name":"Anonymous","msg":">>979243
>becoming more and more unnecessarily complicated and I wonder why.
Part of the explanation is this >>979194","attachment":null,"posted":1711897715},{"board":"3","thread":979051,"pid":979278,"name":"Anonymous","msg":">>979051
I prefer this video
https://www.youtube.com/watch?v=RVHNzG2cd9k","attachment":null,"posted":1711898798},{"board":"3","thread":979051,"pid":979282,"name":"Anonymous","msg":">>979232
I recognise that you don't have a fucking clue what you are talking about having a no destructive autosmooth that you can turn off every time you want it's not a bad idea, also what about animation? The now legacy one completely dropped frames and was unusable for animation","attachment":null,"posted":1711906205},{"board":"3","thread":979051,"pid":979294,"name":"Anonymous","msg":">>979282
I'm not going to argue with you. If you can't see the problem you will whenever you'll decide to actually make something in Blender. You can start with the donut tutorial.","attachment":null,"posted":1711911270},{"board":"3","thread":979051,"pid":979384,"name":"Anonymous","msg":">>979294
I make YouTube tutorials myself, I'm not going to cry because I have a better solution for autosmooth, that's really autistic, if you can't see why having a non destructive way to autosmooth is good it's really jarring to me.","attachment":null,"posted":1711983027},{"board":"3","thread":979051,"pid":979394,"name":"Anonymous","msg":">>979232
>Collections are a bad idea too.
collections have been one of the most useful things for me so far","attachment":null,"posted":1711987275},{"board":"3","thread":979051,"pid":979395,"name":"Anonymous","msg":">>979384
The old/current way was/is non-destructive. The new way is destructive.","attachment":null,"posted":1711988444},{"board":"3","thread":979051,"pid":979431,"name":"Anonymous","msg":">>979395
Are you sure about it? Do the test anon, export your mesh to another software using the old autosmooth and the new one, let me know which one split edges","attachment":null,"posted":1712009036},{"board":"3","thread":979051,"pid":979432,"name":"Anonymous","msg":">>979394
At this point they are talking nonsense, and they justify their stupidity by lying.
They want blender to be as obtuse and retarded as it's possible.
I prefer that blender fix all the stupid shit it has instead of putting more half assed shit","attachment":null,"posted":1712009302},{"board":"3","thread":979051,"pid":979434,"name":"Anonymous","msg":">>979431
Please.","attachment":null,"posted":1712010094},{"board":"3","thread":979051,"pid":979435,"name":"Anonymous","msg":">>979395
Not a single software is destructive, that’s the dumbest thing you could do. Imagine not having undo button, that’s how dumb you sound.","attachment":null,"posted":1712010288},{"board":"3","thread":979051,"pid":979436,"name":"Anonymous","msg":">>979435
That's not what destructive/ non destructive means.","attachment":null,"posted":1712011433},{"board":"3","thread":979051,"pid":979437,"name":"Anonymous","msg":">>979294
I use blender every day, I'm going to give you an example. Autosmooth an object on 4.0 make a render with cycles using motion blur, you have a bit chance that it breaks, has happened to me so many times.
Now I don't have that problem any more, and since it's a modifier I can key it from even appearing on the render which helps a lot on calculating times.","attachment":null,"posted":1712011706},{"board":"3","thread":979051,"pid":979438,"name":"Anonymous","msg":">>979437
You're attempting to insult people's intelligence and you're being incoherent in the process. Have you applied for a developer position at the Blender Foundation yet?","attachment":null,"posted":1712013665},{"board":"3","thread":979051,"pid":979446,"name":"Anonymous","msg":">>979436
This terminology has been applied before you were born, yes it means undo button you fuckin idiot. The concept is simple you destroy something, it means you have no undo button like in real life. Non-destructive means it’s not destroyed. Gosh you kids are so dumb.","attachment":null,"posted":1712018419},{"board":"3","thread":979051,"pid":979447,"name":"Anonymous","msg":">>979435
Have fun with your several gigabyte history. You know, and the fact that you've just undone all the work you just did just to remove something you applied several hours ago.
Totally "non destructive".","attachment":null,"posted":1712019461},{"board":"3","thread":979051,"pid":979448,"name":"Anonymous","msg":">>979051
>Texture painting status: Broken
>Sculpt codebase status: Sphagettied beyond repair
>Edit mode performance status: Worse than ever
>Normal aligned voxel remeshing status: Never happening
>Vertex colors status: Implemented in the absolute worse way possible
>Eevee Next status: Delayed again
>Autosmooth status: Working perfectly before so had to do something about it
>Blender overall status: Completely fucked
All in a day's work no need to thank me.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712019597678989.jpg","filename":"qgIdP9-C_400x400[1].jpg"},"posted":1712019597},{"board":"3","thread":979051,"pid":979449,"name":"Anonymous","msg":">>979438
I gave you a clear example how the new autosmooth works better, you haven't given any example of how it's bad except that you don't like it.
Also, what's incoherent about the example that I gave you? It's a common problem with animations using motion blur, maybe you find it incoherent because you started a week ago in blender.","attachment":null,"posted":1712020394},{"board":"3","thread":979051,"pid":979450,"name":"Anonymous","msg":">>979447
It's not even funny how stupid some people are, don't waste your time","attachment":null,"posted":1712020475},{"board":"3","thread":979051,"pid":979451,"name":"Anonymous","msg":">>979448
>Autosmooth status: Working perfectly before so had to do something about it
Not if you have to animate using motion blur, also heavily dropping Frames when you have to animate... totally perfect","attachment":null,"posted":1712020613},{"board":"3","thread":979051,"pid":979454,"name":"Anonymous","msg":">>979051
>Cries because they fixed something
> B... But... My workflow.
That's why we can't have nice things","attachment":null,"posted":1712021104},{"board":"3","thread":979051,"pid":979455,"name":"Anonymous","msg":">>979447
>>979450
You are the idiot, this is what i do every day in animation. No one is going to redo an entire animation sequence.
https://www.youtube.com/watch?v=M-B4jtTf3Co","attachment":null,"posted":1712021401},{"board":"3","thread":979051,"pid":979487,"name":"Anonymous","msg":"... why not change the modifier stack to a nodebased system, no juggle with the right position etc, just link them together like you want, split up the geometry data to get x number of different vatiations of the used modfiers and geometry data, when you apply, the linked modfiers stay persistent and outputs finalised geometrydata ...","attachment":null,"posted":1712047826},{"board":"3","thread":979051,"pid":979489,"name":"Anonymous","msg":">>979487
Because it would be a bad idea.","attachment":null,"posted":1712051915},{"board":"3","thread":979051,"pid":979490,"name":"Anonymous","msg":">>979449
People have given you plenty of examples of how the new destructive Autosmooth is a bad idea. You refuse to listen.","attachment":null,"posted":1712052060},{"board":"3","thread":979051,"pid":979509,"name":"Anonymous","msg":">>979490
Give me one example, that's what I'm asking, I'm starting to think that you are angry to be part of the mob, don't hide on what other people say.
Give me one example of how it's a bad idea, just one.","attachment":null,"posted":1712070307},{"board":"3","thread":979051,"pid":979512,"name":"Anonymous","msg":">>979446
>>979455
You see how you are moving the goal post?
I quote
>yes it means undo button you fuckin idiot.
No, it doesn't, the undo button is not the same as being able to toggle off and on something at any point. Not how the undo button works.
To use the undo button you need to store every thing that you did, after closing the software, it still needs to be stored somewhere.
You are talking about 2 different concepts that are not interchangeable.
Because you will loose all your progress using the undo button.","attachment":null,"posted":1712070910},{"board":"3","thread":979051,"pid":979513,"name":"Anonymous","msg":">>979512
>Lose all progress
THAT’S WHY YOU HAVE THE REDO BUTTON IDIOT!","attachment":null,"posted":1712071104},{"board":"3","thread":979051,"pid":979514,"name":"Anonymous","msg":">>979509
Head over to:
https://blenderartists.org/t/blender-4-1-auto-smooth-is-now-a-modifier-only/1488922/661
Go shill in there.","attachment":null,"posted":1712071119},{"board":"3","thread":979051,"pid":979521,"name":"Anonymous","msg":">>979513
But if you redo you also redo the thing that you tried to change, I'm clearly speaking with a retard
They are not the same concept, you are wrong completely","attachment":null,"posted":1712079265},{"board":"3","thread":979051,"pid":979522,"name":"Anonymous","msg":">>979514
Why are you dodging the question?
Give me an example, just one. If they are multiple examplesyou can give me just one without a problem.","attachment":null,"posted":1712079447},{"board":"3","thread":979051,"pid":979524,"name":"Anonymous","msg":">>979513
Subdivide a cube, apply the subdivision, use the knife tool and cut a random shape, then try to undo the subdiv without losing the knife cut progress.
Try it.","attachment":null,"posted":1712079951},{"board":"3","thread":979051,"pid":979528,"name":"Anonymous","msg":">>979521
>No you cant fix it
>Undo the mistake
>No you cant apply the mistake again, you lose it
>Redo
>No you are wrong
You’re in the wrong, destructive means destroying. You are making up shit on things you weren’t even born. I remember when undo button was not a thing and how everyone had to carefully do things.
https://en.m.wikipedia.org/wiki/Undo
What nonsense you saying will just bring us back into the stone ages.
>>979524
Sounds like skill issues and I already put the YouTube Maya video demonstration of such concepts. Only Blender doesn’t have it, it’s only you guys who unable to comprehend the concept of undoing something from 1000 actions.","attachment":null,"posted":1712082357},{"board":"3","thread":979051,"pid":979561,"name":"Anonymous","msg":">>979528
Open your software, make a cube, subdivide the cube apply subdivision
Close the software
Open the software and try to undo the subdivision.
Applying something makes it destructive, that's why you need to undo, not been able to modify the parameters or toggle on and off it makes it destructive, that's the definition of destructive
>Sounds like skill issues
Yea Im not skilled at talking retarded shit like you.
I watched the video you've put on and it doesn't have anything to do of what we are talking about.
>Only Blender doesn’t have it
Even if that's the case do I remind you that we are talking about blender?
So how we can do it if we don't have It?
In that case you are still wrong because blender undo isn't non destructive.
The thing that you don't understand is that undo/redo is stored in cache if it crashes or stops catching actions then you are fucked.
In conclusion you are wrong even giving you the benefit of the doubt you are still wrong.","attachment":null,"posted":1712126699},{"board":"3","thread":979051,"pid":979562,"name":"Anonymous","msg":">>979561
Poor anon, he believes blender awful code is correct but doesn’t know that other software developers create log files or better known methods for undo button. Cache methods are no longer a thing anon, that an ancient method once used in times when storage was a problem.
You also can’t still comprehend the concept of not destroying something after 1000 actions. Turning things off and on is not nondestructive it’s the opposite of protecting the original cube you had. I know you blender people can’t return the cube back to its original shape because the developers after 20 years of asking for said feature was never implemented and after 15 years later some guy made an addon for it.
Tell me how dumb you sound now, basic google search would have help you save yourself from embarrassment but you didn’t stop and become loyal to a product that can’t do everything.","attachment":null,"posted":1712139448},{"board":"3","thread":979051,"pid":979563,"name":"Anonymous","msg":">>979197
He’s 4 ft tall and all he does is ooze insecurity…. I’m shocked he convinces anyone to buy his tutorials with how bad of a 3D artist he is. “Masculine” lol, lmao even","attachment":null,"posted":1712140279},{"board":"3","thread":979051,"pid":979583,"name":"Anonymous","msg":">>979562
Clearly you are mentally ill
You know what, every software is non destructive because you can save the file before making a change.
Even better every software is non destructive because if you made something that you can't turn back you can start again.
Thank you anon I didn't knew that a non destructive workflow meant nothing.
This board is a joke and I am the stupid one to try arguing with someone who is clearly mentally handicaped","attachment":null,"posted":1712157418},{"board":"3","thread":979051,"pid":979584,"name":"Anonymous","msg":">>979562
You are a troll, Maya uses cache for undo/redo.","attachment":null,"posted":1712158033},{"board":"3","thread":979051,"pid":979589,"name":"Anonymous","msg":">>979584
No it doesn’t, the official website documentation for said code clearly says so: https://help.autodesk.com/cloudhelp/2024/ENU/Maya-Tech-Docs/Commands/undo.html
Video clip showing the settings: https://www.youtube.com/watch?v=xf5UXU9-ePI&t
In case you’re still going to make up bullshit, Wikipedia also has an entire article telling you how it works: https://en.m.wikipedia.org/wiki/Queue_(abstract_data_type)
It’s over, you are crazy one here.
>>979583
You’re crazy, save state is save state, you know like saving current event. A different method then undo, redo and replace. You are going crazy over the concept of undoing 7 days work to bring back the cube. This is how the industry works, the boss demanded magic of undoing the problem then it should happen. You are never going to win this debate, you aren’t qualified to do such actions and put shame on the blander community.","attachment":null,"posted":1712159922},{"board":"3","thread":979051,"pid":979743,"name":"Anonymous","msg":">they thought removing the musgrave texture node was a good idea
WHY","attachment":null,"posted":1712356712},{"board":"3","thread":979051,"pid":979744,"name":"Anonymous","msg":">>979743
Because apparently you can emulate it using 15 other nodes.","attachment":null,"posted":1712357491},{"board":"3","thread":979051,"pid":979772,"name":"Anonymous","msg":">>979051
Getting my credit card to buy the addons right now! Thanks OP!","attachment":null,"posted":1712388138},{"board":"3","thread":979051,"pid":979777,"name":"Anonymous","msg":">>979744
I mean yeah you can technically emulate it with the way they merged it into the noise node which is cool but like fuck
>>979772
Only the ones you cannot crack","attachment":null,"posted":1712398986}]}
{"title":null,"posts":[{"board":"3","thread":980049,"pid":980049,"name":"Anonymous","msg":"Downloaded a cg zip file off of discord today that was flagged as a trojan virus. The funny thing was that it was actually my own maya projects folder that I had uploaded and shared with the support like 2 months ago. This is a major discord. Don't know if something is going on with windows defender definitions or what. It stopped me from opening the file and deleted the file and i scanned my system a bunch of times and I'm clean. Moral of the story : do not take anything for granted that you download, even if its your own file from discord. Who knows what type of stuff has been injected into it. Do not even think of pirating stuff.","attachment":{"attachment_url":"https://i.4cdn.org/3/1712673598749614.jpg","filename":"1701792281804038.jpg"},"posted":1712673598},{"board":"3","thread":980049,"pid":980064,"name":"Anonymous","msg":">>980049
There’s a hack that allows the 3D file Maya or Blender (.mb .blend) to become a script for virus. It will use MEL and Python to execute the commands. No real fix and neither developer cares.","attachment":null,"posted":1712682078},{"board":"3","thread":980049,"pid":980065,"name":"Anonymous","msg":">>980064
so you're saying someone replaced my legit file with a hacked one?","attachment":null,"posted":1712682399},{"board":"3","thread":980049,"pid":980066,"name":"Anonymous","msg":">>980065
this was on a major official discord server, meaning for used all over hollywood, for a commercial product","attachment":null,"posted":1712682770},{"board":"3","thread":980049,"pid":980082,"name":"Anonymous","msg":"its weird, its not just this file being marked as a virus, its all 7z files downloaded from online since i saved it as 7z. It doesnt happen with regular zip.","attachment":null,"posted":1712689906},{"board":"3","thread":980049,"pid":980179,"name":"Anonymous","msg":">>980066
Right and hackers dont give a fuck about micro servers with a dozen users talling about inuyasha fanfiction. The bigger and more legit the server the more likely it is to be targeted.
Imo your anti virus is dinging any file it detects containing embedded python scripts.","attachment":null,"posted":1712790757}]}
{"title":"Mocap is garbage","posts":[{"board":"3","thread":980409,"pid":980409,"name":"Anonymous","msg":">See modern game
>It has mocapped animations without weight that seems like the character is under water
>Character moves a slow speed","attachment":{"attachment_url":"https://i.4cdn.org/3/1713020755152814.jpg","filename":"1710277558026954.jpg"},"posted":1713020755},{"board":"3","thread":980409,"pid":980410,"name":"Anonymous","msg":">>980409
This is ofc a Cris thread","attachment":null,"posted":1713021605},{"board":"3","thread":980409,"pid":980414,"name":"Anonymous","msg":">>980410
Your comment is a Cris comment","attachment":null,"posted":1713025113},{"board":"3","thread":980409,"pid":980416,"name":"Anonymous","msg":">>980409
That never happened to me, Cris. Maybe there's water in your computer.","attachment":null,"posted":1713025478},{"board":"3","thread":980409,"pid":980427,"name":"Anonymous","msg":"speed up the animation","attachment":null,"posted":1713032053},{"board":"3","thread":980409,"pid":980441,"name":"Anonymous","msg":"more like vidya animators are bottom of the barrel amateurs that don't understand basic animation principles","attachment":null,"posted":1713041868},{"board":"3","thread":980409,"pid":980442,"name":"Anonymous","msg":">>980441
Nobody understand. But you understand, Cris. You understand everything.","attachment":null,"posted":1713042767},{"board":"3","thread":980409,"pid":980504,"name":"Anonymous","msg":">>980442
shut the fuck up, I work in the industry so I know most people here are talentless film industry drop outs","attachment":null,"posted":1713085533},{"board":"3","thread":980409,"pid":980508,"name":"Anonymous","msg":">>980416
I don't know Cris, how I dry my computer?","attachment":null,"posted":1713092581},{"board":"3","thread":980409,"pid":980509,"name":"Anonymous","msg":">>980442
Yes Cris, I understand more than you, go back to your containment thread","attachment":null,"posted":1713092664}]}
{"title":null,"posts":[{"board":"3","thread":980897,"pid":980897,"name":"Anonymous","msg":"Any anons make a living out of this?","attachment":{"attachment_url":"https://i.4cdn.org/3/1713389718753848.png","filename":"file.png"},"posted":1713389718},{"board":"3","thread":980897,"pid":980910,"name":"Anonymous","msg":">>980897
Yah, as of this week, but I don't require a lot","attachment":null,"posted":1713400277},{"board":"3","thread":980897,"pid":980916,"name":"Anonymous","msg":">>980897
had a full time job modelling and animating boats for a local maritime college, left it to move into ict though","attachment":null,"posted":1713401347}]}
{"title":null,"posts":[{"board":"3","thread":981001,"pid":981001,"name":"Anonymous","msg":"You guys have like a difficulty progression of modeling tasks for a beginner?
Like, cube, doughnut, teapot, fully modeled anime tits...","attachment":{"attachment_url":"https://i.4cdn.org/3/1713481684954497.png","filename":"paint.png"},"posted":1713481684},{"board":"3","thread":981001,"pid":981005,"name":"Anonymous","msg":"If you have to ask, you probably can't do it.","attachment":null,"posted":1713483986},{"board":"3","thread":981001,"pid":981006,"name":"Anonymous","msg":">>981001
>>980845","attachment":null,"posted":1713484093},{"board":"3","thread":981001,"pid":981008,"name":"Anonymous","msg":">>981005
what kind of dogshit take is that?","attachment":null,"posted":1713486240},{"board":"3","thread":981001,"pid":981009,"name":"Anonymous","msg":">>981008
You'd just do it if you could. There's a million fucking tutorials now. If you're here asking silly questions like this, just give up now.","attachment":null,"posted":1713486370}]}
{"title":null,"posts":[{"board":"3","thread":980273,"pid":980273,"name":"Anonymous","msg":"I do 2d, but I need a model. Anyone got the bazarr shop from Ocarina Of Time?","attachment":{"attachment_url":"https://i.4cdn.org/3/1712873530347829.png","filename":"out-of-place-350864629.png"},"posted":1712873530},{"board":"3","thread":980273,"pid":980274,"name":"Anonymous","msg":"I don't have it, Cris. Sorry.","attachment":null,"posted":1712873786},{"board":"3","thread":980273,"pid":980275,"name":"Anonymous","msg":">>980274
Im sorry that you don't have it Cris, maybe someone else?","attachment":null,"posted":1712873900},{"board":"3","thread":980273,"pid":980285,"name":"Anonymous","msg":"Op here. I found this. https://sketchfab.com/3d-models/oot-shop-scene-fd8172bedf5c4af197d97dc6b73080eb
But am I allowed to use it?
How do I download it?
How do I make the room a little brighter?","attachment":null,"posted":1712878062},{"board":"3","thread":980273,"pid":980835,"name":"Anonymous","msg":"Anyone willing to help?","attachment":null,"posted":1713316682}]}
{"title":"CGPeers","posts":[{"board":"3","thread":977193,"pid":977193,"name":"Anonymous","msg":"i heard about CGPeers from people, but is it any good? should I buy it? there's this one guy selling it but he couldn't tell me much about the website, he just told me he sells the accounts or invites or whatever..
https://cgpeering.mysellix.io/product/63d3dac6543dd this is the website, is it the right one to get CGPeers?
and If I get it, do i have to maintain my ratio ? thanks a lot guys","attachment":{"attachment_url":"https://i.4cdn.org/3/1710097308180267.png","filename":"Screenshot_2.png"},"posted":1710097308},{"board":"3","thread":977193,"pid":981157,"name":"Anonymous","msg":">>977193
Shit. Doesn't worth it.
You can find most of the torrents in rutracker or telegram channels.","attachment":null,"posted":1713643877},{"board":"3","thread":977193,"pid":981218,"name":"Anonymous","msg":">>981157
Post the telegram channels","attachment":null,"posted":1713711274}]}
{"title":null,"posts":[{"board":"3","thread":981320,"pid":981320,"name":"Anonymous","msg":"So I wanted to specialize in Maya but I see a lot of tutorials in blender and 3ds max too, I would like to learn blender and 3ds max too is it coherent using three modeling package?","attachment":{"attachment_url":"https://i.4cdn.org/3/1713807890646430.png","filename":"qqqqqq.png"},"posted":1713807890},{"board":"3","thread":981320,"pid":981321,"name":"Anonymous","msg":"if you're just starting out it's not a good idea to try and learn multiple packages that do similar things.
what do you actually want to do?","attachment":null,"posted":1713809735},{"board":"3","thread":981320,"pid":981326,"name":"Anonymous","msg":">>981321
3D modeler/generalist","attachment":null,"posted":1713811938},{"board":"3","thread":981320,"pid":981327,"name":"Anonymous","msg":">>981320
i'd recommend blender or 3ds max, cuz modifiers make your life easier, maya isn't bad but without plugins, its modeling pipeline is destructive.","attachment":null,"posted":1713812394},{"board":"3","thread":981320,"pid":981328,"name":"Anonymous","msg":">>981326
if you have industry ambitions
for film: maya
for aaa games: maya / max / some blender
for indie games: blender
for archviz: max / blender
this is assuming you actually want to be a modeller which is a very, very specific thing in some pipelines. most modelling skills are transferable b/w dcc's and it takes a couple of weeks to adapt.
if you want to be a generalist you need imo:
blender / maya
zbrush
substance painter
houdini (after 1.5/2 years of the others)
experience with at least 2 renderers ( so you can realise they're all pretty similar)
if you don't want to go into any industry, then just use blender instead of maya/max. unless you want to have a focus on animation and rigging, then go to maya.
max is kinda... i wouldn't recommend it to anyone except very hardcore hardsurface modellers and archviz dudes.","attachment":null,"posted":1713812986},{"board":"3","thread":981320,"pid":981342,"name":"Anonymous","msg":">>981320
Would recommend you to try all, and see what software “clicks”. In my case, it was Max (for modelling) and Cinema (for VFX).
Regarding modelling: methods that you learn on YouTube are software-agnostic, and you can follow it on the software you like.","attachment":null,"posted":1713823234}]}