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File: 0.png (2.29 MB, 1080x1920)
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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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Previous thread: >>1021734
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>>1031286
I'm using Ivy Generator
It's a free addon by antoine bagattini

https://www.youtube.com/watch?v=TAMY3FfED6g
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>>1031098
I made a copy of my irl little fake succulent. Doesn't hold up that well but as background scatter it's good enough.
Did a neat little geometry node to give some organic randomization to the shape of each leaf.
It's not the most detailed model in the world, but it's a very small fake plant.
>>
>>1031329
>fake succulent
literally the easiest plants in the world to care for
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>>1031285
Why are you making Rinoa?
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>>1031285
She is cute though her nose is a bit too prominent.

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Previous >>1025688
Big Cat edition
>NEWS: 5.2 is out
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>>1031341
Jordan Cain and Ben Bolton use Marmoset, it seems pretty good desu but i'm not paying for it. I think you can just smash a bunch of intersecting geometry together and marmoset can just bevel shader it with a bunch of features, which is nice (yeah blender has a bevel shader)
>>
>>1031364
I just manually placed the curve. subdivide the bezier so I have a point in between them and drag it down a tiny bit.

I came up with a way-too-complicated generator that samples the true distance (as opposed to distance around the curve) between the rigid body links and alternates between the links and tread shoes. and then adjusted the curve around what would be the tension wheel, and adjusted it to perfectly accommodate the length of an integer multiple of that distance.

So it's good static, but the problem is I tried animating it for fun and the math falls apart because as you move around the curve the distance around any non-perfectly-circular section of curve actually changes so the overall length of the track is not consistent without taking that into account (not interested in doing that with nodes). But my impression is that once you generate the track you could take that as a starting point to build a more physics simulated system.
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>>1031371
Can't you just resample curve - length, then the length is however big your treads are. Yours has the little link things working though which is pretty impressive
>>
>>1031372
The problem with resampling the curve with the node is that while the links wrap around your curve, the links themselves don't (or shouldn't) deform, resample curve spreads the points based on the distance the curve travels, not the distance between the points. The tighter the bend radius the closer together the actual points are going to be while still being the same distance from each other travelling along the curve.

Practically speaking though I'm not really sure it matters, it's a very small difference and it complicates things a lot.
>>
>>1031315
I tried fucking around with the new cloth simulation node and I think it might actually work OK for placing track links, so long as everything is kept low-resolution.
I can create the loop of cloth from a regular polygon or something, so the faces are all exactly the same.
So long as there is a bit of friction and no stretch, the cloth seems to stick to the wheels pretty well, with no need for guard-rails to stop it falling off. If it proves necessary, it will be easy to add an extra collider to keep it from moving perpendicular to the direction it should move in.
Using low-poly versions of the wheels and ground for the physics, then replacing them in the actual render with high-res versions seems fairly straightforward.
The biggest problem so far would seem to be getting the cloth loop placed around the wheels for the initial positioning. I think the best way may be to have all the wheels spawn clumped together in the middle, then spread out fairly quickly into their actual shape, dragging the cloth with them. Then I guess I need to drop the whole lot onto the ground, with some system to make the road wheels follow the terrain.
Then just spawn instances on faces and points to construct the actual track.
Fiddling with parameters may be a bit tedious, but this would seem like a 'simple' method to have everything act more-or-less as physics suggests. Might even be possible to animate 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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>>1023366
how the hell do i polish sculpts, they look rough, always and i can never get them to look smooth.
>>
rip mudbox
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Been trying out Nomad Sculpt. Not only am I finding it much more intuitive for sculpting than Blender, but it also works pretty well on my old ass Surface 3 tablet while Blender pisses and shits itself.
Anyone else tried it?
>>
who's the kim jung gi of digital sculpting that has a tutorials and or courses?
>>
>>1031375
i could be wrong there's nobody exactly matching that for 3d sculpting. maybe flippednormals or something? you can check some of their anatomy or portraiture courses and maybe that'll be useful but otherwise courses are basically a waste of money

assuming you just want to get better at sculpting humans i'd recommend going through Anatomy for Sculptors, i haven't gone through all of it myself but it's been pretty comprehensive so far

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everytime i try it doesent work and twistszig zaggely, instead of doing what those mug tutorials show where it creates a smoothhandle
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>>1031377ignore my lack of spaces, my keyboard is broken and im poor :(
>>
>>1031377
works4me
your mesh is fucked somehow
>>
You want to use a different interpolation mode. Use `blend surface` instead of `blend path` and it should just work.
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>>1031382
yes this worked thanks allot man

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im wondering if this method is good, i dont wanna make them exactly the same, but im wondering howaccurate u could make them, im still new so unsure what the best method fo modelling is
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>>1031351
also decided to mess around, looks maybe overdesigned idk
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>>1031351
last spam, idk if i wanna change it more
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>>1031351
By extruding
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>>1031356
yes but the pivots and orientations tranforms r quite odd rn and i did this probs sub optimally

If I wanted to create industrial environments for games, like the Grid areas in Armored Core 6, should I go with traditional 3D software or something more CAD oriented like Plasticity?
7 replies omitted. Click here to view.
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>>1030847
>visual 3D
There you have it. Visual, which doesn't mean real-time.
You could use CAD and then retopo but that is just making an extra step. Learn subdivision modeling and you will have great results
>>
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>>1030845
I downloaded a course awhile ago that covered stuff like this. He was using the procedural scattering feature in Clarisse to achieve this look, but unfortunately that software is abandonware. You can probably do something similar in Blender and then just bake the detail down onto low poly models
>>
>>1030938
what course and [spoiler]where does one download courses outside of cgpersia which only hosts on 20kb/s hosters
>>
>>1030846
you can make a metal strut in literally anything in 2 seconds bro wtf
>>
>>1030846
yes for OPs screenshot you would never need to leave maya/blender to make that. But I wouldn't discount cad completely for those who like to design crazy industrial/sci fi shit with bizarre booleans. Key word is design though.

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What are GOOD courses for 3D animation in Blender?
So far I only found Alive! by Pierrick Picaut. The rest suck fucking ass, but maybe I missed something
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>>
watching alive course, after the squirrel part, the rest of the video is "using your feel and eyeball to make it look right", he teach you everything you need to know on the squirrel part, the rest is a good watch if you want some tips and trick
>>
>>1030995
Looks interesting! Do you have a torrent for it?
>>
What are some good courses on creating and animating 3d models for hentai porn? How many edge loops do labias need to squish properly?
>>
>>1031333
See the /aco/ thread or animenyan's discord for resources
>>
>>1031363
>the /aco/ thread
????????????

Anyone have or know where to get these STL files?
>>
Here is the website

https://leafgreensolutions.com/shop/hvacequipment/under-garage-door-seal-exhaust-smoke-laser-duct-shroud/

I just want the STL files

i want to try to be a vtuber, but i dont know Where and how can I find and create my own model, and in general, how to do this? I really want to, but I dont know how. Everyone says different things, and I dont know what to listen to.
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>>1024411
A free way to make your first model yourself is with Vroid Studio, you'll get an already rigged 3d model and not have to pay for some overpriced 2000$ rigger.
You can change the textures yourself and play with the settings but adding your own numbers beyond what the options show you.
>>
>>1024411
well maybe if you become my girlfriend i'll make a vtuber model for you
but you'd have to wear j-fashion / skirts and have hime cuts and twintails
sorry my standards are high

Of course i'd start working out too
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>>1028300
oh and yeah i'll pay for the clothes/spa and salon
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>>1024411
>i want to try to be a vtuber
buy this
https://coloso.global/en/products/3dartist-createll-us
or comission someone you fucking cheap bastard
>>
YOU GOT THIS!!!

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I haven't seen any guides with a consistent take on this
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>>1031348
Thanks for the laugh
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>>1031349
isn't it literally proving the point in this image though >>1031331
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>>1031350
It's doing the opposite because the leg is losing volume
>>
>>1031332
>>1031348
what the fuck nigger
>>
>>1031325
Carmageddon 2 core where instead of bothering with topology you just have the legs intersect

What's a good place to go and find someone who can do good low poly art
>>
The mirror

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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?
>>
>>1031344
Ok you start
>>
not sure what site is good for file hosting these days but here's the flippednormals skin kit, hopefully it works
it's missing the zbrush installation video but it should be easy enough to figure out. they also work with Nomad since it's just image files

flippednormals.com/collections/tools/products/flippednormals-skin-kit
litter.catbox.moe/1d0cuakf55364q4j.zip
>>
No. Enough fucking "learning" threads. Post your fucking models.

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How would you rig multiple breasts along the torso? With the spine twisting and bending. Especially the ones that are near the crotch, given how they will disappear when the model bends over (I also need to find how to make the belly bulge when doing that) or get buried in the pelvis when the torso rotates.
I tried a combination of Copy Rotation, Copy Location, but I'm a beginner.
I'm doing this in blender btw.
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>>1029525
Yeah in an ideal world breasts would be animated with a physics simulation but unfortunately we don't live in an ideal world and that is not always possible.
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>>1028160
Hot
>>
>>1028160
Teach me how to 3d model a pussy like that on an existing model please.
>>
>>1028365
hhhnnnnngggg
>>
>>1031053
step 1: get pussy in real life

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The very concept of UV unwrapping disgusts me. You're telling me, that the topology I meticulously worked on, now has to be split and splayed out on a 2D plane, where it only kinda-sorta retains its scaling?

Now I'm looking at a flayed human body, and I have to somehow paint its warped shape in a way that avoids unsightly seams, and screen space edges.

Then, if I realize I need to change the model's topology or the position of the UVs, then it becomes unaligned. So basically, the mesh has to be set in stone before I even begin working on UVs.

Why has nobody come up with a better solution already? No 3D texture space? No way to color vertices on a conceptually higher density than the actual mesh? That would probably be easiest. Just treat it like subdivision, but don't actually subdivide the mesh. Only increase the amount of imaginary points one is capable of coloring.

The thing that really annoys me, is that UV unwrapping seems to be the best that we have.
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>>1028431
What do you mean by per>>1028431
fect?
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>>1028593
I mean that while smart UV unwrapping can minimize stretching, it can never eliminate stretching entirely. Never 100%. Never perfect.
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If you can't UV unwrap like this on your first try just throw your GPU in the bin
>>
>'mark seams' (in an even remotely not-retarded way)
>'unwrap with minimal stretching'

Wow, that was sooooo hard.
>>
>>1031347
then why do most blender lowpoly artists create garbage?


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