how do i achieve this?
>>1026769Effort, like the kind you didn't put into your post
>>1026770no I mean how do I get big like Jumbo Josh?
Im working on developing some games in my spare time and I’d really like to target the fidelity of ps2-ps3 style games, mostly for stylistic purposes (but also because I’m solo and don’t have the time and resources to make too many high poly things)Specifically, I’m really interested in how characters like pic related were modeled and textured to look semi-realistic and expressive (especially textures because I’m still terrible with them)Feel free to post low-poly or just your favorite models/textures from the games of the good old era of games
>>1024080See here for the link>>1001982
>>995160I loved this game
this is 360 but started on PS2.
>>1010943PS2 had 50GB/s bandwidth and 1.2 Gt/s texel rate. As long as it was using low-res textures it could draw a lot of them per frame.
>>1026750It also had an entire extra set of channel information for transparency quality, effectively 16-bit transparency rather than the usual 8bit that you see as the norm ever since. It means that aside from being able to swap data at ridiculous speeds, they also use less processing on transparency effects as a whole.It's also why so many ports of PS2 games have looked... off. Newer ports are handling it better (what they're doing differently i'm not sure) but older ones such as the Silent Hill PS3 collection and the older PC DMC collection got absolutely fucked by these problems..
home...
Crazy that lolige are going "mainstream" after being posted to ATF (then tiktok). First DoL, then hummingbird. What's next?
>>1022283most of the games on atf are pretty shit and amateurish desu. dare i say even cris' work looks better.but this game however, stands out for being artistically and aesthetically great for a solo dev as far as /3/ is concerned, even tho it is technically unfinished. cant show much of the game here tho. the op is a subtle bait.
>>1017727link to gaym?
>>1022283Unteralterbach has been making the rounds on tiktok with zoomer artists making their own OCs
>>1017727so, atf is kill soon. where can i get updates for the gaym?
Hey, I'm working on a project and I have no skills in modelling and rigging/animation. For now I'm using placeholders from free models around the internet. I think there's some amazing stuff for free like some dude that did 500ish really well done fireams that I'll probably be using for weapons. There are some 3d models I like with some basic rigging but I'll need to actually find someone to animate stuff like reloads and etc.Models should be pretty simple like stuff you would find on poly.pizza. If you guys have recommendations of sites with rigged and animated 3d models/pack I'd appreciate too, even if they are paid. From what I've found they have a LOT of shovelware and their search engine is awful, most times I want low poly models I get results with stuff with many thousands of tris.I'm also accepting suggestion of artists (that do both models and rigging) because at the end I'll need them for enemies at least anyways
>>1026672OP you're built pretty nice for my BWC with that blonde hair and wet smirk. We could work together, heh.
>>1026672If you question isn't about furthering or sharing your own growth in the craft of 3dcg you're on the wrong board.
>>1026725Timmy...
Trying to use RenderDoc to dump some Sketchfab models via Chrome. Every time I try to inject into the process, it just spawns new child processes infinitely and the capture never triggers.
>>1026718Do it via firefox instead
I've finished the donut tutorial. What's next for me? How do I start making money?
>>1024277>How do I start making money?start selling your asshole because your not making money in 3d
>>1024277time for latexmaxxing for true money making for 3DPRON, or hope to god you don't mind working miwage for outsourced peanuts
>>1024277(also more realistically, make assets like scenes, nodes, objects etc.. people will pay for that, but then again flipnormals is shutting down so IDK how profitable it truly is)
>>1026707how exactly do you make money from porn?you just put your portfolio with anonymous profile out there and hope someone decides to commission you?
>>1026714Depends on what you want to do, People make animations, still 3D Stills. if you tap into niche kinks that can draw people in as well. You have to at least build an audience before you'd get commissions unless you create stuff out of the get-go that people want commissioned, there is also the route of patreon/substar but lately that's been iffy, it's a good tip jar but if you want big money on there you'd have to basically be a content mill with decent quality work constantly or people will stop donating.
Is even possible to create these pictures using 3D in blender?
>>1019805You talk like an redditor, faggot gayboy
>>1012324Background is just a gradient though
One thing that cracks me up is they used 3d animation for part of the first trailer for Sengoku Rance but it was only war banners so they wouldn't have to animate any character
>>1012229You know this is 2D, right?
>>1026687At the same time both those characters have been made into a bunch of figures, so it can't be unfeasible.
Do you deform 3d model to get the expression you want?
>>1025570No you just make a shapekey lol
>>1025587>What they really want is something that calculates the angle difference between where the eyeballs are pointing, and the camera, and squeeze the pupil/irisLol no, OP's animation is just classical hand keying of bones, that's Choko_Ikarashi's whole thing.
>>1025595>>1025595shapekeys/blendshapes and drivers are completely foreign concepts to the skinwalkers and kitbash hobbyists that swing by here begging for game rips
>>1023483>basically you won't find a fixed setup that looks great from all angles, anime faces just don't work like that in 3d.DJTHED's pony models (for blender) do this. It works using a simple script/algorithm. The angle of the (pony's) snout and its position on the head changes relative to the camera angle that blender's camera is viewing the model from.Same with the eyes.It does this because in order to replicate an effect like that which is seen on the show, certain angles need to be "formatted" onto the body/face shape, formatting impossible otherwise without actually disfiguring/demorphing the model.And so it does this to attain a show-accurate look in 3D.As of Dec. 3, 2019, it is free (all the models).You can try it out here:>https://drive.google.com/drive/folders/1285RzgZBvtUV43-ccJh0luJl7seBCq30>Documentation:https://docs.google.com/document/d/1JM-tfHCUJt7VaADMpAcSnVm7l9xdpebEuKPjjBHhOXc/edit#Maybe it will help you in building some automation/3D-facial-disfiguring tools in your own software/workflow.
is it possible to drive this using camera angles in a videogame
https://studio.blender.org/training/facial-rigging/
Wrong frame lol
its roblox so its instantly bad
Are zoomers really scared of office buildings?
>>1026549Once you've tasted the wonders of remote work you don't want to go back
>>1026550You will go back, and I'll with my BWC mmm.. *plaplaplaplap throb cum splat*
>>1026609fag
Hi, noobie here working on modular wall assets for my game.I have a question:So, lets say I want to connect this corridor mesh that I have with another, since the edges are beveled I'd end up having rounded corners and the meshes don't end up "connecting" visibly because of the bevels.However, I solve this problem by deleting the overlapping faces entirely so the bevel doesn't work for that face's edges.The alternative would be to bevel by weights on the edges around the connecting faces but that fucks up the shading and the topology because I end up getting poles with multiple verts connecting to 1.How can I solve this? What's the industry standard way to deal with this topology issue.
omg i solved it thanks to claude i had to mark the connecting edges as SHARP. and then bevel by weight if anybody's interested
>>1026371Try that thread next time>>1025537
>>1026373btw how do i extrude a bevel angled then spinning downwards
Help me fags, im struggling with this topology
>>1026566The box method makes for fun gifs but it's a drag compared to poly from scratch, as you start with useless premade loop dependencies and will only add more. If you wanna be efficient, you build the face first and only then close the head loops, once your face already has all it needs
>>1026568So you don't know how to do it, is that what you are trying to say?
>>1026573No, I'm saying it sucks compared to doing it without the cube
I bet that this: >>1026563 has better shading than this: >>1026566The brown loop around the face will likely give the perimeter of the face cleaner shading.
>>1026598Almost certainly so. In addition >>1026566 hjas a 6-pole on the contour of the 3/4 view angle. Its outlines are going to be random bullshit totally outside of artistic control.
obviously the only real choice for developing fabric patterns in 3d is marvelous designer, but i dont feel like pirating it again just to run it in a vm (linux btw) and learning yet another software suite. im also pretty unsure about its suitabillity for my usecase, which is making a fursuit; i need to be able to generate patterns from a surface, and not just cloth-physics a pattern over a surface like i know md is mostly used for.the big problem is that many of the parts of a fursuit are stuffed or padded, so just using a human mesh as a base isnt enough for all features, and because of the tension of the stuffing, some parts are either ballooned or draped, depending on their place on the body. my intuition is to just use blender and try to generate fabric patterns from uv maps as images and then print them. is this something any of you guys have done before? the pattern would need to be mostly isotropic to the mesh (i could just draw seam allowances by hand), and im not sure if thats possible out of the box with blender.im already going to need blender for sculpting and printing the head and several of the electronic components im making for the fursuit, so i may as well try and use it for the fabric patterns too if i can.
>>1026538i havent tried it. it seems possible, but also a lot of work, but if you're comitted to the idea...>i could just draw seam allowances by hand), and im not sure if thats possible out of the box with blender.tab to go to edit mode, click to select edges, pick the ones you want, right click, then mark as seam
>>1026543marking seams is a uv thing which im familiar with from doing texturing. seam allowances are a sewing thing. they are an excess of material past the point where seams are sewed together to give the material enough strength to not fray, or to allow surging or overlock stitching. generally youll give maybe a1/4-1/2 inch of seam allowance depending ont he material or the type of seam youre sewing.my main concern is being abe to turn the surface of a 3d model into a planar surface without distortion. im stupid and the correct term is homeomorphism. i need to preserve the area of the model when unwrapping it.
>>1026544Export the UV map with a margin?
Why is Blender laggy when sculpting high definition meshes? Any way to optimize this?
>>1024918>Any way to optimize this?https://www.youtube.com/watch?v=vC7jGM16t2Y
>>1026537And that is why I don't use Blender for any of that crap. I just stick to zBrush and an image editing program like Photoshop, Clip Studio (for stylized stuff) or Substance.I don't get why people here don't consider using a pipeline system for their work.
>>1026551cause we're fucking poor nigga. ucupaint is the best we're gonna get.
I've seen people subdividing meshes like fucking crazy before even having the base shape right.I hope OP isn't one of those.
>>1026552Piracy, man. I don't know why you don't think of that, either.>>1026556Wouldn't surprise me if that was the case, honestly.
I use blender mostly for pinups/static scenes and everytime I try to make my own lighting from scratch it makes me feel like a retard who doesn't know how to use blender. I've seen a few youtube tutorials herre and there, as well as attempting to copy other artists, but feel like I have no foundational knowledge.
Fuck itPost your favorite examples (Movies, shots, etc) you'd recommend to learn lighting fromGod i fucking love rimlights so much
>>1022747There is an excellent series of articles on the theory of lighting made by one of the Lego Batman lighting guys,. You can read it here: https://chrisbrejon.com/cg-cinematography/. For the actual practical "how do I control this shit in Blender?", see https://www.youtube.com/watch?v=c3FnWQTMo9s. This might actually be the only good lighting tutorial for Blender on Youtube. He gives you a basic scene, shows you how to control the lights (what settings to adjust), and then lights the same scene/shot multiple different ways to convey different emotions. The book Framed Ink is easily available in PDF form on the Internet, and while it's in black and white, it should help you further increase the emotion you're trying to convey via scene composition. While you're doing all of this, I'd echo the ideas to watch your favourite movies and to try and re-create the lighting setups in the shot, but in Blender. Hell, download some basic mannequins and pose them in the frame too.I think people in this thread had generally fine advice, but it's disappointing no one actually gave you a book or article to actually study.
>>1024187I wanted to recommend Brejon's blog but i keep forgetting his name every time i require his site lmao.Thanks anon.
>>1022747First set your pubes on fire. Second watch how the flames dance and shine upon your blistering skin paying close attention to the shadows. Third, profit.
>>1024170It might be a bit of a dull answer but there are so many shots of Davy Jones in Dead Man's Chest that light him so well and really show off what an excellent job they did. Where he's introduced in the dark and he's face to face with the other guy, some really sinister lighting there