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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

If you're reading this, you probably got this linked to you because you posted a question that has already been asked many many times. Read ahead, and find your answer.

Scroll down for a useful FAQ and resource links
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Anyone here tried using DFF for animations?
There was a talk yesterday about this technique, though it seems everyone is doing it slightly differently.
https://www.youtube.com/watch?v=WvJKzSva5Xc

In the video he describes using raycasts to partially hide the geometry based on a curve. Pic uses a greasepencil object to do the same thing.
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>>1033113
The sonic technique is explained there:
https://blenderartists.org/t/universal-sonic-mouth-blender-rigging-tutorial/1444352

The one from the webm, by Urena, is the inspiration for the smirk addon and analyzed there:
https://www.youtube.com/watch?v=RLNl8FHurM0
>>
this is for porn right
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>>1033126
No, porn mouth rigs are laser targeted for wrapping around something, not crazy looney tunes expressions
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>>1033125
Thank you
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>>1033126
is eyeballtank involved?

Whaddaya guys think?
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>>1033822
Right, now the solution to the video gen being shit is "Do more manual stuff yourself". And in your video there is a bunch of nonsense and hallucinations in the parts it is generating, I guess the solution is just to make the entire world yourself then huh?
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>>1033823
>Right, now the solution to the video gen being shit is "Do more manual stuff yourself".
AI models CAN use Blender you dumbass.
Did you literally miss the Google presentation a few days ago?
https://youtu.be/1dAcJEIlQM8?t=35
The AI built and created the scene all by itself.
The only "manual" part is giving it the initial prompt or direction.

No wonder your shitty job is gone.
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>>1033824
Yeah google wouldn't ever exaggerate their product's performance to sell it to suckers
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>>1033901
You don't need to rely on Google. People can play with it themselves.
https://ohmyunicorn.com/labs/dream-loop/blender-cruiser-astra-vs-gemini4/
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>>1033334
She looks like a Nortubel character

lf feedback on my render and materials i created
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>>1034102
idk if weaker streaks is better
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>>1034102
yes triple A graphics
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>>1034104
no way, that or blender materials r really good n easy (blender devs r goated)
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>>1034105

I'd still consider myself a beginner, even though I've been modeling for about a year. I wanted to ask for tips on modeling "vag" and "pen". More specifically, what's considered good topology for them without adding unnecessary mesh density?

I have a decent understanding of topology in general, but I have no experience with "vag" or "pen" topology, so I'd really appreciate any guidance, topology references, or learning resources. If anyone knows good tutorials or can point me toward resources for creating models intended for NSFW animation, I'd love to learn.

Any advice is greatly appreciated. Thanks!
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>>1034119
Look, I'm sorry that you couldn't be there when this website was cool. You missed it, it's okay can't help it. Talking like that won't change it.
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>>1034121
>>1034120
>>
>>1034113
>kabalmystic_(modeler)
This guy is responsible for so much garbage spam it is insane
>>
>>1034125
the less you engage with it the less it gets posted, use your muted words and blacklists that gets 99% of KM off the internet and out of mind
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>>1030954
My advice, retopologize an existing model to match your workflow.

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how bout we have an anthro thread (without making the janny leak please)? i've sculpted this possum lass recently
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>>1034092
Thanks for sharing brutha, this is interesting. You're the first person I see who actually opens the mouth and models it that way, I just open the lips ever so slightly and extrude inwards into a mouthbag. Everything else is similar to how I do stuff too.
I'm curious how you textured ur niggaz and rigged them too but I've already asked enough, I don't wanna get clingy.

Keep up the good work anon, you make some charming models
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>>1034092
good work goat chud, how detailed will you be going with effects like hair or physics? if at all mind you
>>1034108
it's pretty common in head sculpts, off the top of my head is this tutorial now 5 years old https://youtu.be/KNyqZTBa4rM I do both vertex modeling and sculpting and honestly both have their applications and are useful tools in your toolbelt. Here's an example of using both processes. https://youtu.be/LvFilHJfinU? and it says for game assets but the performance gains apply to blender as well, and if you're going for realism or even stylized-realism it can add a lot of personality to scenes
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>>1034072
to answer the other questions:
>metaballs for the blockout phase
for the body shapes i mostly use a shape called sphereimder, it's basically a slightly rounded cylinder. for more rounded things like boobs i just use spheres

>did you make the body meshes yourself or did you use a ready made body from some online resource?
i usually sculpt the bodies myself. sometimes i borrow parts like hands,feet and fingers from other models i've made
>texturing
substance painter (yarr yarr, of course) for these kind of models, but i sometimes i use blender's built-in tool to soften weird normal bake edges and other small touches like such.
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>>1034110
>how detailed will you be going with effects like hair or physics? if at all mind you
eh, not very. i could rig the fur tufts to give them a bit of physics wobble, though.
what i'd love to learn would be fur/hair cards, but that's more on the advanced spectrum. it's better optimized than fur simulation, and often the results look much better as well. i've tried it once, but it ended up kinda janky. i'm sure there's some normal magic going on for these planes, i'll eventually lean how to pull it off.
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>>1034128
What is the best way to place fur cards like that I wonder..

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Collage edition


Previous thread: >>1029138
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>>1033706
oops, took a couple weeks off again. This time for sure.
I decided to just have each body part as separate objects to pose around, so I don't need to worry about scrunch zones, and weight painting. Plus, since it's so low poly, it's not going to really matter or be noticeable.

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

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

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

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

I'll try to figure out how to give these materials a bit more texture, and how to add in painted on faces. Maybe, I'll even start on getting this thing rigged up.
>>
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>>1034094
The hair looks a bit off at that angle, and the shadows are a bit too obscured, so here's a different one. Just something else to think about, I guess.
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Some low-poly char I'm currently working on, just finished the rig.

Will have to continue my animation course before I do the walk cycle and stuff now..
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modeling a girl for my farm game

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What is the best controller for modeling/sculpting in VR?
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Similar to /ic/'s /dbag/ thread, should we have one for /3/? For courses, addons and whatever else. I know us 3D freaks can be hoarders.
Thought popped into my head after seeing the Godot & unity shader bibles, but $50 in this economy is a joke. Similar stuff maybe could go in a tech art general if there's any others here?
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>>1033943
No, do it the hard way with photo editing and specific tool that codes the hight and width to allow rendering engines to understand what to do.
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>>1033943
bump, this would be super useful
>>
>>1031344
BoneSculpt Pro seems really nice, would link to it but 4chan seems to be in retard mode
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>>1034052
Animatica Marionette seems similar, cool too
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>>1033943
ucu paint lets you draw normal maps

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Previous >>1030378
Large dog edition
>News: DLSS denoiser is finally in 5.3 Alpha
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>>1034090
I'm not 100% sure what you're trying to do, but you can probably use the LoopTools addon.

https://youtu.be/BMf5oetpT4A
>>
>>1033595
that's really nice, damn
>>
>>1034090
There are add-ons which can help, like looptools, zuda77's curve fitting, and mio3 flex, but I think the core issue is that your topology is a total mess.
You can either start from scratch, or try and fix what you've got. Here's how I would approach the latter:
Dissolve all the edges that are just dividing flat faces.
Make new edges to turn the big n-gons on the side into quads. You can subdivide the edges below and hit 'j' to connect them to the corresponding verts on the top curve, or use the knife tool.
Then you can add an edge crease or support loops to the edges you want to keep sharp and use a subdivision surface or just subdivide certain edges manually with smoothing turned up.
Alternatively, rebuild the top edges using an actual curve object, convert that to a mesh once you've got it looking nice, then delete the top of the existing mesh and graft it on.
Or make a curved surface then project or shrinkwrap the top of your mesh to it.
>>
>>1033601
combo of using KTT (houdini-based terrain generation toolset) which I imported into blender and an 8k HDRI + volumetric fog. that's really it.

>>1034096
thanks bro
>>
Currently doing the french guy animation course and I'm kind of losing motivation animating a squirrel for over 20 hours I don't think I'm going to make it

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A thread to post sculpts, get feedback on sculpts or talk about sculpting
Consider posting on /wip/ for for projects that go beyond sculpting
Previous thread >>1007862
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>>1032082
Figurin' it out
>>
>>1032082
>>1032084
It takes time, but you'll get used to it. Highly recommend using some kind of pen if you're not. Nomad is also very oriented around being used on a tablet with gestures, so you may need to configure settings and setup keybinds for more comfort.
>>
>>1029716
>Me fucking rove you rong time!
>>
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cgcookie to whooever guesses what wargame this is based on
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make a model for my game, advice?

Previous: >>1027530
Daz youtuber's and general guides:
https://www.daz3d.com/help/help-daz-3d-video-tutorials
Wpguru, Parmy, Travis Davids (Marvelous designer), Thundornd, CgBytes, Kelvin Jin
(Pruned some long inactive suggestions from past OP)

Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/ (GOATED)
Use this if you are an AMD or Intel pleb.

News: Daz content now on Unreal's Fab marketplace
https://x.com/daz3d/status/2041910820612010085
Daz 5.0 this year for reals!

Some anon created a cool character morph. Meet Quinn! https://mega(.)nz/file/rmZQWLKZ#lh4aluWj6drjfPLkW7FVAUVDaOZZqJfqjoAvsREDo7U

Comment too long. Click here to view the full text.
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https://m.youtube.com/watch?v=3d8u3fJJrMg&ra=m

Just got this in my feed, what do you guys think.. some new AI slop?

Looks good from the video at least..
>>
>>1034071
Its going to be vibe coded slop, I posted about it in the blender thread when it dropped. 0 info on who worked on it, a single 2 min video, no workflow vids, discord is dead and im pretty sure its a one man band.

He has claimed since day one that its pending superhive approval, so either superhive creator review is backed up or its ai shit. We'll find out soon enough.
>>
Anyone know which model this is?
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>>1034082
>yoink
it's mine now

Okay you dingdongs will you finally use Blender if you can make it look like a shitty caveman program?
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>>1033975
You could go to school learning about it like pilot training to use average everyday commercial airplanes. Just like them, you don’t see the very technical aspects that require 3 years of training.

>>1033988
You can never vibe code 3dmax. The programming language that’s the most important part isn’t a simple code tap. AI sucks at reproducing code languages.
>>
>>1033002
>>1033007
https://extensions.blender.org/add-ons/allset/
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>>1034002
>one pivot per object
You guys should fix that feature
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>>1034003
you can fake that with empties, you can even vivecode that shit and to make an addon that do it internally.
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>>1033988
I tried to emulate 3D Studio in Dosbox to render some ripped old dos games assets. Turns out the noise function doesn't work on an emulated co-processor. Maybe it works in a proper VM. The more you know

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Reminder: Subscriptions SUCK!

Have a 3Ds Max/Maya question? recently started a project? Or simply want to complain about Maya crashing?

Previous thread: >>
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has anyone used the autodesk game engine? apparently darktide is written in it. that game looks fucking good. is it super expensive so indies can't use it or what?
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>>1031675
enjoy your keylogger with botted seeders
>>
>>1031776
yeah using torrents before crypto was one thing, but it's a different age where they will either be stealing ur accounts and if u don't have any will being mining shitcoins on ur hardware
>>
>>1029620
jojojojojojojojojojo
>>
What was your first learning resource?

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AI doing better job than me for animating and modelling.

Its really over. Im outta job.
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>>1034046
Fair correction: CAD is not the same as organic character sculpting, and CAD examples alone don’t prove that case.
But your original claim was that missing command logs prevent learning from videos. That is too absolute. OpenAI’s Video PreTraining research trained an inverse-dynamics model on recorded video-and-action examples, then used it to infer action labels for otherwise unlabeled internet videos. So actions can sometimes be inferred without having the original logs for every video. This was demonstrated in Minecraft, not character sculpting; I’m citing it as evidence for the learning method, not claiming sculpting is already solved.

Organic sculpting introduces additional difficulties hidden surfaces, brush settings, anatomy, and artistic judgment. Those difficulties need to be addressed experimentally. They do not establish that every tutorial must include its finished model and complete command history.
You may be right that a specialized model would perform better than a general coding assistant. But that supports training a specialized system; it doesn’t demonstrate that the required training is impossible.
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>>1033990
reminder where it started
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>>1033582
>check sketchfab
>tons of models made by ai
>ok why not
>40 mb model of nami
>fucking 1 million faces
you're fine
>>
>>1033990
it often still fails at hands
it often fails at things that requires an actual understanding of what it's being depicted
still true in 2026, still noticeable. if you care
obviously the average consumer doesn't care, which is a bit of a double edged sword; on one edge, we will reach a point where it's good enough to take over all creative industries, even if the people who care can tell it's shit; on the other edge... the people who care can avoid it
>>
>>1033996
you are coming to an art forum to tell people art should be automated just like doing your fucking laundry
you will spend the rest of your autistic life angry and frustrated without the tiniest clue about why people despise you. you will never touch a woman. and that's a good thing


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