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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
59 replies and 57 images omitted. Click here to view.
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Previous >>1025688
Big Cat edition
>NEWS: 5.2 is out
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>break out a buggy vidya game model I had lying around to fix it up and crank one out to it once I'm done
>spent 12 hours yesterday learning all sorts of shit about Blender while having an erection
insane how much motivation you can get from your dick
>>
>>1031409
Through dick, enlightenment
>>
>>1031390
Never mind, as soon as I tried moving the colliders at all, the cloth broke. Adding stretch, reducing friction, and turning on deformation for the colliders didn't fix it, so I guess I'm back to figuring it out the hard way with catenary math.
>>
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>>1031315
This question was interesting, so I tried my hand at it. But after some days, this is all I got, lol. I figured out how create tangent lines between the wheels. My math skills are really poor. So I was stumped trying to figure it out on me own. Then eventually looked up some elementary trig videos to learn from.

I wouldn't post this normally, but posting makes the hours of toil feel like they were worth something.
I have a half baked notion of how to make this work with sag in the track. But I don't know if I can actually do it.
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>>1031424
very cool

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I haven't seen any guides with a consistent take on this
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>>1031332
>>1031348
what the fuck nigger
>>
>>1031325
Carmageddon 2 core where instead of bothering with topology you just have the legs intersect
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>>1031358
the leg on the left is barely losing volume
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>>1031325
wa
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>>1031330
Hardly disagree. I find it way easier doing my model that way. Connecting joints like elbows, knees, and shoulders using this method helps keep your silhouette and a clean topology. I would advise otherwise only if you already have a perfect sculpt to go off from.

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No physics engine doing the job for you. No motion capture.

This ass jiggle animation is 100% manual labour.

How long would it take you to make it?

https://strawpoll.com/BDyNzx5o4yR
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>>1031420
Actually they did use physics sim for her butt
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>>1031421
No, they didn't. Everything on her is manually animated.
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>>1031422
Prooves???????????

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Previous thread: >>1021734
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>>1031285
She is cute though her nose is a bit too prominent.
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>>1031228
Very nice, I really liked the addition of ivy to the building.
>>1031285
The modeling looks good. She reminds me of Rinoa. I really wish Blender had some kind of “legacy” support for things like Blinn, Phong, or even Gouraud shading. It would open up a lot more artistic possibilities, especially when it comes to creating an old-school look.
>>
>>1031285
1. The upper part of her nose bridge is too wide.
2. Look up references for the pit region. Check out how how the shoulder connects to the pec.
>>
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Sign up to discover more.
https://short-url.cc/1w4KU

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im planing on getting a building technology and mep certs, and learning the shit out of revit to get some autodesk certs, and looking for bim jobs, i just dont see myself living from 3d animu waifus all my life bros.
any of you oldfags that are still here have any experience going out through this route?
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bump for trace paper

actually wait what the term they are using these days information modelling environments of something?>
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>>1031016
BIM. Building Information Modeling.

You're not just drawing the 2D plans for a building and presenting them to a client. You have to show how everything is going to fit together, and I mean everything.

Unless you're designing a simple backyard shed, you're going to need to know how they are built, how to model them, and how to show the less obvious parts of a building.
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>>1031021
no, not bim, theres a new phrase going round, that seemed kinda interesting as it made the information exchange/database kinda its own thing... cant remember it tho
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>>1031021
I was thinking about pursuing architectural visualization but this path seems more futureproof given the Ai and Fiverr 3rd world slaves saturating the market. What would you recommend I start with as someone with zero experience with the architecture/construction industry?
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>>1031414
whats your goal? getting a job in the industry? if so, go read some job descriptions. youre gonna need to know your software, then know constructions, then know how the trades interact, then know how trades coordinate with the software.

ideally youd have real work construciton document coordination experience. also, if youi went the viz route, youd have to have an artistic side. but if you have no knowledge, no art, you can still get work as a basic tech who's job is doing instructions and keeping the files clean.

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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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>>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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>>1030962
You can try using smooth stronger if you have a very high polygon count
>>
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oh this thread is still up. I'm >>1027630, dropped zbrush and moved onto Nomad in late April, followed the 'Nomad Sculpt: Solid Foundations' course on udemy. made these ending with the squid thing in May and fizzled out, think I got overwhelmed by the idea of having to learn so much anatomy

>>1031366
it's cool, performance-wise it's definitely better than blender
love how you can paint with roughness, metalness and opacity, the painting options in general are really good. the layers are very helpful too since you can add details and then either remove it entirely or adjust it, whether it's just for paint or actual mesh changes
switching HDRIs, lighting, matcaps, rendering and post-process, loading new HDRIs and brushes and matcaps, all of that is pretty painless and intuitive
as far as other comparisons to blender, I think Nomad's UI is a bit messy at times, things can be scattered all over the place. I find myself fucking around in the filters, paint and menus at the top-right and never have a solid grasp of what's where
biggest thing it's lacking is a proper poly modeler, which is obviously featured in blender. you can mess with the primitives to a certain degree but not with the same degree of control. and maybe this is a me problem, but I find blender easier when it comes to adding new objects, rotating, scaling and organizing them and just performing basic stuff like mirroring and applying modifiers. if I wanted to add a load of cubes around a sphere and then scale them all individually inwards at the top, that'd be a nightmare in Nomad for example
basically blender is easier (for me) to use but it's worse for sculpting

also fuck it, if you want a comprehensive Nomad course: https://online-courses.club/nomad-sculpt-the-ultimate-course/
and I uploaded the FlippedNormals skin brush kit here, works in Nomad: >>1031346
>>
>>1031366
nomad is very good for the price.
what sculptris could have become if the dev wasn't retarded.
>>
>>1031375
ryan kingslien or scott eaton for anatomy and figures.
you can find a list on zbrush youtube channel where they stream a lot.

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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
>>
>>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
>>
have u tried using professional 3d modeling software?

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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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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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>>1028420
>What I seek, is perfection.
Procedural materials are the only perfect materials. Just use math to make shapes and stuff. Set coordinates using reference objects if you have to. Geometry nodes lets you add data to vertices, faces, etc. with named attributes. It's a lot of fun once you get the hang of it.
>>
>>1027767
you dont belong in the digital world im afraid

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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
>>
>>1031351
>>1031352
>>1031353
All of these look fine, so there's no problem with whatever approach you're using.
It's Blender, so of course there are many ways to model such a thing.
You could simply start with a cube, scale it until it is long and thin, put some edge loops around it, select a ring of faces, extrude that, inset some faces, extrude them in a bit, and so on. I suspect this is what you did. It's the simplest and most intuitive method. Then set the rotation to the end which pivots, rotate until it is at the right angle and put it in place. Add an array, as you have done, and it's good to go.
A slightly more advanced workflow would be to use a load of modifiers. That's less destructive. You could use a boolean to cut the feet, so that they adjust to fit whatever angle you place them at. Or add a tiny bevel for realism (no real edge is totally sharp).
An even more complex approach is to use geometry nodes. This isn't actually much harder than using a stack of modifiers, although it can seem intimidating at first. Your workflow might be similar to the poly modelling approach of starting with a cube, scaling, extruding, etc. but instead of acting directly on the mesh, you add nodes for each operation. This is far more procedural, allowing you to change parameters on the fly.
Whichever method you use, you also need to make stylistic choices. Do you care if it is physically possible for the legs to fold neatly against the rest of the device? Do you want to show the mechanism which extends, retracts, and locks the legs in place? Is it meant to be realistic? What does that even mean to you? You might make a very 'realistic' model with plausible mechanical details, and then use a totally unrealistic shader to render it like a line drawing. It might be plausible in terms of its mechanics, but cartoonish in proportions. Or superficially 'realist' in style, but lacking in actual coherent logic to the design.

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
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>>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
>>
>>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!!!

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