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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 >>1025688
Big Cat edition
>NEWS: 5.2 is out
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why is this general so god damn dead
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>>1030399
>>1030399
I got depressed about 3D because the Blender animation/rigging improvements I wanted got postponed again.
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>>1030399
New version's out but we testing only this weekend
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Why does this hair curve flatten out 2/3's of the way to the tip? Only mods are interpolate and clump. I wanted it to maintain a consistent taper across the curve, not collapse in on itself.
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>>1030406
That's a lot of vertex for such a curve, wouldn't it work with a Bezier and 3 points? Otherwise, try Ctrl+T with proportional edition on the flat area

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I've heard of people using it for small simple 3d games. What do you think of it overall as an engine?
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>>1028134
To be clear, a Touhou game is perfectly doable in Godot, without any addons the engine is perfect for that. But a big selling point of Unity is the addons, and Danmokou was so good that it made doing it in Unity 10x easier and prettier even as my first gamedev project.
At wich point I had to ask myself "why am I using Godot, the beginner friendly engine, if even in my first attempts at moving pngs Unity felt better?"
The reason why that happens is because abstractions and limitations will trickle down to even the simplest projects. It doesn't matter that it's unintelligible techno-babble to us, you'll still feel it's effects.
Once you go into more complex games without a clear template, I'd argue it doesn't get better but worse. Shaders, assets and scripts come in clutch in your darkest moments. And Godot is too green to have a real supply of them.
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>>1028134
godot is newer and has a smaller ecosystem so nobody has done all of the work for him yet like with Unity. This makes it worse. A game engine is only feature complete when all of the code is already written, leaving him free to spend all of his time poly modeling little girls in blender.
not to say godot isn't objectively worse for 3d, but saying it's worse because you actually have to make your own stuff is retarded.
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>>1028191
Well every commercial engine requires you to write an "X game engine" inside of it before making the actual game. Unity has the upper hand because it's the most popular "outer layer" engine so there's bound to be a Touhou template for Unity.
Still, someone had to code Danmokou, and that on its own is much harder than to just sit down and a make a bullet hell as-is. That said, it seems to use a custom DSL for events or whatever which is retarded.

I was curious about which engine limitations prevent the sub-engine from being ported to Godot (like you said here >>1028101).
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>>1023069
>>1023194
Honestly if gdscript was just C or even C++ it would be a trillion times more useful to many many more people.
C as a base language to anything is a good thing, as it is the basis of how everything works.
Beginners should not be considered when you're thinking about something that will be fundamental to complex projects, making a retard proof language will only lead to more retardation.

I haven't touched this fucking thing in years, I just know that I hate object oriented (read: data orientation and ecs good)/C++ (read: many many things)/""""dynamic typing"""""""" (read: fuck off I want a type this isn't javascript) design with a passion, also fuck C#, I would actually prefer Java, as at least that is actually crossplatform rather than MS vaporware. Last time I tried 3D in it, it was unusably slow.
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>>1030407
> read: if I can't do pointer arith and depend on undefined behavior that is applicably standard I don't want it

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Previous thread: >>1021734
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>>1030086
Ofc
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>>1029950
Update
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>>1030074
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Hand as part of a VR model. I was wondering if there was anything majorly off with it.
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>>1030096
Update

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I've seen a lot of people dislike it. But there is no need to hate it. Blender is an alright little utility buddy. It's not the best at anything, though it's a great helper. Personally I only use it to clean up models post CAD modeling, store my hp and lp's in seperate collections, and it's simply great for that. I like Blender.
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>>1030333
You can’t, Blender alters the code and how stuff works every 2 months or so. Unlike Autodesk, Maxon and Adobe that just stick to the original buttons since 2010.
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>>1030338
>t. smartest industry standard paypig
Do you really only memorize button locations when you need to do anything?
Also, with that mentality you get the horror that is zbrush's UI. Never changing anything because it may break baby duck studio's workflow they created in 1999.
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>>1019874
AI will kill /3/ in few months anyway
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>>1026829
I got used to z being depth through highschool math and cg programming in university, but z being up is also a very sensible standard
imagine you're drafting a building or a tool, you would draw the base in xy first, then go up the z axis
I imagine a lot of these 3d tools grew out of cad and architecture application
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>>1026829
>>1030369
Z is up and down in multivariable calculus and linear algebra, you know where 3d programming originates from. Why would anyone complain about this or think otherwise? Throughout physics and math in my stemcel degree z was always up. It's other programs that fuck this up completely.

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I've been finding this obscure weird little naked mole rat renders, but I couldn't find the creator.

The oldest website I found with the image is this japanese post https://karapaia.com/archives/52025304.html

Can someone help me here??

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>>992897
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>>1017914
>my name is not important
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Testing cloth simulation brushes
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New face and textures, Alice is a nickname.
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Post and discuss project ideas, WIPs, etc. If you want to upload a file, use a cat/litterbox file or an upload on a reputable 3d model sharing site such as Sketchfab. Don't post anything blasphemous and have fun.

FEATURED: https://www.renderhub.com/jofox/jesus
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>>1018028
I can fap to this. Good job!
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>>1024233
Uwotm8?
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>>1025991
this is what /pol/ told you
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>>1022477
>https://pilgway.com/page/our_voice
>with love from the ukraine
kek didnt the ukraine ban the orthodox church
fucking kek
>>
Thank you for the thread.

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Previous thread : >>1019271

Discuss and post anime styles in 3d. From figures to celshaded models, etc.
Recommend Youtube Channel :
https://www.youtube.com/@user-sy9do4tr4h
https://www.youtube.com/@yuucg5187
https://www.youtube.com/@mmcganimetic
https://www.youtube.com/@fusako3d
https://www.youtube.com/@sulbi03
https://www.youtube.com/@Neogools_3D_Trainning
https://www.youtube.com/@Uzuki_Riha
https://www.youtube.com/@chichaart
https://www.youtube.com/@MrZingyGuy
https://www.youtube.com/@pachiko_blender
https://www.youtube.com/@ShionMgr

Comment too long. Click here to view the full text.
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aiiieee, i guess i need to hand painted it or do something with the normal map so it work on solid view
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>>1030297
Oh yeah, I remember it now, I bake it, but god damn it's going to hard since using alpha map with sculpt brush suck
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>>1030266
It depends on the application, sometimes a couple extra vertices has a much better performance than a 4k normal map
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this took me 7 hours to finish, and it's not even close to reference, should have practice more
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this shit is black magic. what the fuck

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.
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Can anyone kindly explain how to import custom assets in MPFB? The documentation is scattered and not really straightforward, I can't find how to install custom bodyparts, clothes or poses, it's mostly using files with extensions I don't know about, while MPFB only seems to accept .zip???
>>
Out of curiosity, how would you guys do a drooping flower physics simulation in blender for animation? Just a few hanging flowers bobbing in the wind?

Tried soft body physics. cloth physics. Rigid body constraints. Couldn't figure it out
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>>1030390
Cloth ribbon driving bones or curve, yeah
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>>1030392
So what actually makes this work? Where is mass/weight being assigned to the flower head? Is it pin in cloth settings?
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I wanna get into animating characters in a scene, is there a proper way to set up a scene? I usually load in the map, then i append the model i want to use. I get confused sometimes on importing, i usually just do the collection, but sometimes its not an option. Is there a proper way to go about this?

How do I make this model?
I've been trying for a long time to replicate this style... but everything comes out wrong.

I can't get the head right no matter how hard I try. The model is available for free but I just can't figure out how it was made and it's making me real sad.

Any advice please?
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>>1029957
Edit cube, extrude vertex, build face, delete face, merge vertices, join vertices, dissolve edge, make shape more like girl, repeat
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>>1028344
I know /3/ tell us to model in quads and le doesn't matter o algo but why did the Japs do a lot of non game asset models in triangles? Can someone explain that to me?
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>>1030337
Its all triangles in the end, quads are a way to help think about it. It'll help you make models that deform and thus animate better, and they make it possible to have the notion of a single opposite edge or vertex of face and thus make it possible for both you and the programs to deal in term of topology (loops especially). That why for example subdiv produces much better results with quads.

But the big quad weakness is, as I said, it's all triangles in the end, and you don't know where the diagonal is. It'll change how the model looks and how the model deforms. It'll change from your modeling program to your engine. In blender for example it chooses the least diagonal after all modifiers are applied. Taht means it can change depending on your character pose, which is obviously not how a game engine will do it (btw the logical way to disable this behavior is to add a triangulate modifer before the deform, removing any ambiguity).

In the world of low poly it's especially important where the diagonal goes, since you can get a lot of silhouette out of that. Plus if you want the minimum polycount any quad you can get rid of saves up on faces.

It's not specific to the japs. Chances are you just think so because you've seen model rips, which are triangulated. But even in the FF7 days tools were quad-oriented. It's to the point where consoles like the PS1 have opcodes specifically to draw quads even though it translates that as two triangles
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>>1028344
It seems that the Japanese don't use a mirror modifier.
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>>1030382
Nah, you can see the steps on his twitter and it was done using one, then the middle vertices were dissolved. That model was made for a 256 triangles challenge so sooner or later you collapse redundant faces to bring down your numbers.

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all that knowledge and skill you need to accumulate, just to get pennies on the dollar? WTF?
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>>1025320
Lol this is a lie, you know what out sourcing is? You dont hire anybody in your country when you can hire 10 indians for the same price. Why do you think theres so much talk about tarrifs?? Because the govement is forced to tarrif foreign companies so American companies can develop shit at home because everything else is being outsourced, and when WW3 comes along we wont have any production. This massive globalization is whats creating our dystopia. I got nothing against immigrants but when its en masse it will destroy the job and housing markets, not to mention the culture, but this is exactly what globalists want.

So before you say this is not true, you may want to get a look at the CEO of Microsoft, and CEOs at Google, and every other major tech corpo because theyre jeets hiring more jeets.

Oh and this is not even the final boss wait until Ai get better, and people can do full 3D animations with a prompt. I dont know what any 3D artist is going to do then. Just work on your indy projects as a hobby because I dont see anybody making it with everything thats going on.
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>>1027337
Everything is going to hell in a hand basket. ID Software was made by a couple of Nerds and their legacy is still around today. Now you got 400 million dollars and 400 developers working 10 years to produce a massive slop game full of lgbtq and gender politics, ugly characters, and the same generic mechanics every other nodern gane has. Do you really want to be part of this industry? Because I celebrate everytime another woke studio closes. Like I said small teams is the only path forward, just look at No Mans Sky, that game is huge and only made by a very small team like in the 90s. The problem is getting people together with minimal budgets.
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>>1027794
I work as a 3D artist in one of the biggest outsourcing studio for video game in the world and am based in europe, i know.
i don't know why you're talking about microsoft or google which are almost not into video game at this point
and you're right in microsoft and google with jeets, the issue is that the quality has gone to shit, and we all know why. imo it's a matter of time before there is a reverse of direction

what i'm saying is that, no big and serious US game company actually want to hire indians or asians. I work with our asian studio daily (no indians) and it's a serious step below. most real and serious game company would rather pay a bit more and hir eof on me than a jeet
so in that regards, yes, if you are trying to get into video game (and not a 2 man studio or scam studio) you are competing with europeans/americans, AFTER that against jeets/asians. just if you can speak and write english, you are already ahead of most asians
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>>1027309
I make 80k€ as a junior working in product design, you gotta to be stupid to not see the entire game industry is pozzed trash
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>>1027794
I don't really believe the fearmongering of outsourcing in gamedev and 3d industry. It's still mostly a white man's career. I look at sketch fab all the time and a lot of uploaders are from Italy, France and Eastern Europe. Third worlders aren't your problem, nor you have any at all.

People like to meme that 3D is hard, but was there anything in 3D that actually wanted to make you rip your hair out from how difficult/tedious it was?
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>>1030346
Can foliage be really hard or is it just me?
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>>1030346
At least post a 3d pic motherfucker
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>>1030346
3D is actually piss easy, which is why you won't give up once you actually get started
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>>1030346
I never understood what Mark Seams meant so I just UV smart unwrap or project from view all my textures.
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>>1030372
If UV unwrapping wasn't such a pain I would be calling you a nigger right now

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how much would yall charge for a stylised 3d model like this https://www.youtube.com/shorts/VNhCfN-pjg4
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you guys work really really really slowly
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>>1028348
get a load of this fast guy
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>>1028348
Fast words for a no-render
>>
charge a high of a price as possible. don't listen to anyone telling you to cheap out. the more expensive it is the more your customers will feel good buying it
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>>1028253
Depends heavily on where I live

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Is learning 3D suppossed to be this hard or I just dont like it?. I hate how there's a billion tools and all the vertix bshit, holy hell modeling seems to be so hard.

Can I learn animation without giving a fuck about how to use all the modeling tools?
Im still gonna learn a bit more about modeling anyway but holy nightmare fuck these dots
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You can go get 3DS or Blender and start making animations for Skyrim or Fallout tonight if you really wanted. Animating on its own is rather short learning curve, mastering it is the actual long part.

But yeah 3D modelling learning curve is insane. I spent years learning it before I got to a point where I can confidently make a complex, good looking thing.
But after the initial hump, the sculpting and texturing becomes the fun part. The clerical shit is the agonizing part, like doing fucking UVs.
On my last project the UV work took longer than the texture work and almost as long as the sculpt, but I did fuck up kinda so that's on me.
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>>1028397
I feel like it's supposed to be simple but blender shills just make it complicated. I mean I look at models from psp games all the time and there's no reason why I need to use a bunch of modifiers.
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>>1030316
Even in Blender why would you use a modifier other than maybe mirror for a psp-level model? Aren't you overcomplicating things?
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>>1028397
You have to learn modeling if you want to do animation. In the actual industry, a whole team works together with people specializing, but because you're solo, you need to learn. Not sure why others are telling you otherwise.

Animation deforms a collection of dots connected to each other. If you don't have enough dots, or connected the dots in a way that naturally bends in the direction you're trying to bend it, it will suck. As for animation, please learn to use the NLA editor sooner rather than later.

One of the advantages of 3D animation is layering, and different bones can pose at different times. Use this to your advantage. Start with a walk cycle.
>>
>>1028725
what does this have to do with 3d


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