Can an entire /3/ rival an AAA studio if it were to collaborate together on a full shipped game? If we were to count the population of this board, we would end up with around 100-150 chuds. Enough manpower of 3D artists and project managers to attempt a try to collaborate together on a high quality game project, since AAA games are obviously bad, made by jeets and the bar to pass is extremely low./3/'s theme: https://www.youtube.com/watch?v=YZYCyn0-LnY
Yeah ya know I'd like to work on some seriously degenerate concepts but also I am worried about creepy people doing creepy shit and before you know it someone on the team was sending dick picks to kids and everybody has to do a big apology tour where they shittalk and people get doxxed and shit gets fucked.
>>1016253github/gitlab/gitgud and pull requests
>>1016365And that's why I work alone, I need to be able to interact with clients without having to explain that I didn't about the things this guy did to his animals
>>1016448We can build a network of mature degeneracy enjoyers who are not child predators.I will NEVER message minors online with pics of my dick or asking for nudes or to meet. Because I ONLY have sex with fat black women with huge tits.
>>1016449>Because I ONLY have sex with fat black women with huge tits.b-b-based beyond belief
Any of you guys in animation or video tried using black frame insertion?New technique using shaders called crt beam exists.
>>1015791You can try out any content through retroarch immideatly through it's video player. Although i believe It's a bit wonky and may not work. Whoops. This is essential to the thread. You can go up to 16x sub frames if you have a 960hz monitor.
>>1015825It’s not about reading, it’s you youngsters not understanding how our old technology works and trying to assume things. If you can’t replicate the same actions through current technology then you are doing it wrong. Yes we know current machines can’t replicate CRT why are you trying to recreate it. It’s not a machine or code being misunderstood, you youngsters just picked the wrong machine, the wrong physics to implement and the wrong ideas. This is why we can’t play CDs in CRT because it requires converting them into standard technology the TV currently exists not brute force it. The project is a waste of time and people will complain about it.
>>1015863I'm skeptical this effect Op talks about is going anywhere, saw it in shadertoy (https://www.shadertoy.com/view/XfKfWd) and it looks awful, but it does highlight how panning motion becomes smoother.But if you look at various CRT emulation filters in retroarch there are ones that makes games look so much better like you are looking at a fundamentally different display than you are by recreating the look of the output via shaders. Effects that make it look like you're watching a cleanly filmed signal off a real display and shown on high bitrate video, those are really impressive so no need being so dismissive of people researching effects like this.
>>1015863The guy who created the shader is an electric engineer who has been working on displays since the 90s. You want to argue validity. Go argue with him. He's worked on plasmas in the 00s. He offers consulting services today to video game fevs, manufacturers etc etc. I've already explained it to you. There's even a gif already showing you. There is even links in the first link directly to shadertoy showing it working in real time.>>1015866Yea thats the one. Im guess it's intetionally so to illustrate it. It works much better in games in retro arch
>>1015800>>1015801>>1015802Thanks for sharing, anon. I was able to recreate the effect prior to reading this, but now I am starting to think its something different than the papers suggest. Though, I would need to read further into it. :DAnyhow, the time and effort werent wasted, because it still has its appliances as a visual effect, if needed for certain projects.
I'm using Blender and I'm trying to export this MMD file to OBJ file. I'm able to export it in OBJ just like I want it, but when I import this OBJ file to my autodesk 3d max the OBJ file is plain grey without color so I would like to know what I'm doing wrong. Pic related you can see the model with their textures and yeah I am selecting "export textures"(see red rectangle)On this video https://www.youtube.com/watch?v=mccDTpm9Uro you can see that he is able to import his OBJ model showing their respective textures without need to drop each png file on the 3d model and I want that.
>>1016392i have like 4 other of these horror bishoujo models so i really really would like to know how to export the whole textures without doing it manually...
>>1016394you made this thread over an hour ago. you could have done it by now.
>>1016396“I will always choose a lazy person to do a difficult job because a lazy person will find an easy way to do it.”-Bill Gtaes.
>>1016398you could have vibecoded a python script to handle the importing by now and imported hundreds of these models.
>>1016387Blender doesn’t work on MMD files, it’s been told many times. Blender Foundation refuses to comply with compliance requirements for common files like OBJ. You either manually UV edit and fix Blender’s mistakes or uninstall Blender and use Metasequoia 4 that is currently free. Metasequoia 4 is where MMD files are created, Japan uses it more than Blender. Yes the image files will not alter and will stay in OBJ. After this don’t trust Blender or their cult fanbase, they will always lie about Blender.
Talk about CryEngine 5 and why it's superior to Unreal Engine 5.
>>1014686I live in Zambia. I use windows xp for 3d still here. You stfu before I breed your boypussy with my BBC
>>1013623>>2019bit late innit?
>>1014670kek
>>1013623The games look good and aren't blurry stutter messes like UE5.
>>1014330Explain every line of code
Guys, I'm trying to make a realistic render in blender, can you recommend to me channels or guides. Like work with color, camera or light. Maybe I should change a programm for rendering?
Thanks! I used a Marmoset and Substance for rendering before. I'll try Houdini and Redshift
>>1013179You need to work on your materials and lighting
>>1013179lmao that gas train look so small in your render, dont matter what you use to render if your lighting, materials are shit
>>1013179Reference images always help. You did pretty well, but the sight makes no sense, and your laser is a bit too small. (Ironically, I do neither of these, but this is just a suggestion.)
>>1013179I personally don't think that the renderer is your problem. modeling-wise; use as many reference images as possible, look up a video about your chosen weapon (forgotten weapons) in order to give you a better look at the weapon, how it functions, and what parts/mechanisms stand out. materials are fine too, i like the dusty look! one thing that helped me alot is the bevel node in blender -- i have no clue if there's something like that in other programs, but you should definetly check it out! it gives the edges of your mesh a sort of raised edge, to make it look like it's bevelled, helped out ALOT in not making my models look so sharp.in rendering, i believe that focusing on the weapon model is paramount. instead of losing the weapon's finer details in trying to render a huge scene surrounding it, you should just opt for a white background or the like. this way, you can pose and render the coolest parts of your weapon model.ALSO post work is also important. you could just hit render and forget about it, but i really recommend you add post-processing effects and color adjustments to your images to make them pop! i personally use lightroom, it's nice and easy.
Are you supposed to sculpt or box model organic things like human characters and monsters?
>>1007634It's not one of the other, you can extrude and build the topology while sculpting it instead of remeshing as you add stuff, then you can still sculpt yet don't have to retopo at the end
>>1010648like what flycat does in some of their videos?
>>1010670Looking at it, yeah. Shonzo's the one I was specifically thinking of:https://www.youtube.com/watch?v=ZXDwnAIFOHQ
>>1007634Sclupting: All fun and games until you're working with thin objects like cloth or a leavesBox modelling: All fun and games until you want to try different looks
>>1007664I started out sculpting and then I switched to polygons + sculpting
How can artists even compete?you can ai generate anything in high fidelity, then cram it into an ai mesh generator like this and crank out slop with textures suitable for games, film, whatever, with minor tweaks in a fraction of the time it takes real artistshuggingface dot co/spaces/ilcve21/Sparc3Dhttps://www.youtube.com/watch?v=SZx3oePBwuo
i think even if AI does things better and more efficiently than humans, people are simply gonna boycott any product that replaces human labor with AIthat economy will simply not be sustainableof course smug capitalist jews will want to use AI to reduce labor costs, but it's gonna backfire spectacularly
>>1014769>honestly, is it a bad time to learn 3d modeling?yes>i want to work as a prop artist (something entry level, junior stuff) especially if you plan to do that
>>1014777>>1016273ripwhat other stuff i can do in the game industry then?i feel like my career is over before it even beganit looks like i'll just have to pick something ai can't do, like trade or something
>>1013970Wake me when someone makes AI to retopologize. 3D will become far more enticing for the average 2D artist when the technical work gets removed but the creative part remains
>>1016357 (me)>>1014768 also this is true but changes nothing for me. I create for my own enjoyment and I like having control over my vision that AI cannot give. I imagine in 3 or 4 years AI that can retopo will be a thing. Might not be perfect and involve some clean up but if 90% of the work for retopo gets done that's all good for me
as a complete newb to 3d, is it at all worth it to learn anim8or, or should I go straight into blender?did you find anim8or easy to learn or use?if anyone does regularly use anim8or here or had used it, what do you think of it?
>>1015142I don't think anim8or is bad but if you are starting then start with blender right away transitioning later to blender would be just unnecessary pain.
>1015146>1015148>1015149>1015150>1015153>1015154>1015156>1015157>1015165>1015169>1015170>1015178>1015179>1015182>1015196Comment too long. Click here to view the full text.
>>1015146To me, Anim8or feels more like training wheels for 3DSmax which its UI is a closer match for.At least, that's what I remember when I was using it back in 2012, seems like it's changed a lot in that time.
>>1015142Just learn Blender it's not that hard to use
>>1015200Autodesk cultists getting desperate. Maybe just model stuff and stop wasting your time on software wars/trolling?
Got a friend group into various tabletop type things, DnD/40k/OPR and the like. Was hoping for some guidance on learning to 3d model specifically for terrain/minis in this general sort of 15mm-32mm scale with maybe the biggest stuff being roughly action figure sized stuff?Have a fairly ok PC and I'm not completely retarded. I figure Blender is the easiest way and with me just hearing about 4.5 apparently being newly release and LTS I imagine this is as good a time as any. Not assuming I'll be making great stuff right away and am thinking of taking this on for about a year and worst case come out with some kinda skill set.Where to start specifically for this kind of thing? I dont have to worry about the 3d printing side as someone in the group is familiar so I just need to actually make stuff.Is there a general learning path that someone can spell out for me? Should I consider modeling vs sculpting?
>>1016042What are you even saying?
>>1015888Funny how a person is asking for advice and then immediately one schizophrenic faggot appears and shits up the entire thread with his dumb nonsense a out Blender and tries to prove a point by self replying with agreement to his own posts hating on Blender. What no life does to a mf.
>>1016048You dumb mother fucker, there’s obviously a better faster way than just slicing a fully detailed figure but no because you don’t like the correct way and decide it’s wrong because someone called you out.
>>1016057so OP, can we /3/ join your friend group and play the board games?
Scale tool, you fat retard.
This is rough sketch/blockout of something I need in my scene. Rings have to be empty inside ofc. What do you think are the best ways to model this? The first thing that comes to my mind is to keep arcs and rings separate and simply boolean subtract inner space of rings to get rid of arc segments inside of rings. This approach is clunky, inaccurate and I think it looks and shades problematically in places where rings connect to arc. But I'm not sure of better ways. Maybe do it in lowpoly and try to manually connect arc mesh and ring meshes by heavily messing with geometry by hand? Sounds doable, but quite inaccurate and complex. How would you do it?
>>1013339100% procedural
>>1013339I can think of 3 ways of doing it.1. With 100% geometry nodes.2. With geometry nodes and warp/deform modifier3. With applied modifiers from above to get the base shape + manual tweaking.But I would need to actually try that out and confirm if/which methods works best. I might do some experiments and post results later.
>>1013339>>1016005It worked out quite nicely and is fully procedural. Everything can be changed and animated - size, ring count, offset, rotation, resolution etc.This is probably not the best method, because it is susceptible to glitches due to the mesh boolean inside geometry nodes. Obviously this method doesn't produce the best topology, but you can get away with it. :D
>>1016041I am tired of topology purists, if it works it isn't stupid and if you're not going for hyper-realism those minor lighting glitches are negligible. Looks good enough anon thanks for sharing
>>1015999this is making me go huh
Why the fuck nobody has made a CAD tool for making anime girls where you can loft 2D sketches?
I downloaded Koikatsu to try and port some anime characters to Blender, but so far, all my attempts have ended in disaster. Maybe I should have downloaded VRoid Studio instead.
>>1015978I have received "sculptural" furniture models off a won't-be-named, well known architectural consultancy (architects love to dabble in furniture and product design). First time round I couldn't get the model to import to Solidworks so I had to prise it open in Rhino and reconstruct it.Every file i received from them needed a trip through Rhino for fixing.
>>1015982koikatsu is fucking dogshit why would you even try that in the first place?
>>1015981but thats the fun part. even if we invent some new way of modeling and rendering that doesnt require triangles i will still do it the old way because thats what i enjoy. polygons are perfect for describing surfaces. you can easily create smooth and low poly models with good deformation and texture mapping. why would you want to go away from that?
>>1016059Honestly, I can't think of a better option. Now, I'm considering downloading VRoid Studio. Apparently, there's an add-on that allows you to import characters created with VRoid Studio into Blender. However, I'm not sure if that's a good idea.Man, I just want to animate some original characters.
This triggers the oldfag.(Or not. Apparently everyone's forgotten the NVArt 6 shitstorm anymore. Don't let CGSociety and nVidia off, remember their bullshit.)
She looks like she's making the loudest echoing fart sound with her hand right there.
>Contest is, "Mobile technology that will be possible in 10 years" in like 2011.>Dozens of cool gadgets with foldable screens, motion controls, etc. Legit stuff that seemed possible given the tech trends.>Winner is complete fantasy of a holographic AI companion that learns all about you and is essentially your life companion/tutor.>CGSociety community justifiably loses their shit over it, as there was 10 grand on the line.>2025>AI is real (even if shitty)>Holograms are real (even if only through AR glasses or primitive volumetric displays)>Tech companies follow your every move and build dossiers to sell you shitI cannot begin to express how mad I am.
>>1016039Winner was just that tapped into the zeitgeist i guess, same people that went crazy over this are who currently go crazy over 5 second clips of slop that barely work
>>1016056Nah, he completely ignored the prompt. It turned out that what the judges wanted was a story and not a product, though.
Pack it up boys, it's officially over. Elon Musk just obsoleted all the years you spent learning how to arrange vertices in a way that makes other men horny, gone in an instant.AI companion apps like these are the end game, they are attention vacuums and digital crack for sexless males, nobody is paying for your shitty still renders or animations anymore, they are paying for this.The sad part is you were warned about this years in advance, yet you chose to be in denial. Consider this your final warning.
>OP, a fag, has never seen vroidIf you're impressed by something that basic you are a slopsumer
>>1015380So when is the model gonna be ripped I want to see her get railed already or download the model for myself
>>1015752It’s a dumb AI, just tell it to link the download url that it currently contains in the sever.
>>1015757I don't own a Apple phone anon I can't tell it anything
>>1015381This.
Started learning CAD and went through a couple of Too Tall Toby's practice models. I want to try more of the tier 1 stuff since I'm such a beginner but they're pay-walled. I found a can just change the URL to get the pngs of whichever practice I want to do but I'd also like to have the answers so I can check that I did it right. Has anyone uploaded an answer key?
>>1015673Oh sweet, thanks man!
>>1015665we've now entering Cris' CAD arc.brace yourself for years of shitposts and delusions about Cris BTFO'ing industry professionals with his innovative """""""""""workflows"""""""""".
>>1015897Who the fuck is Cris? I see him being mentioned in almost every thread on /3/.>Inb4Yes, I am a newfag.
>>1015665Idk about an answer key but you could find an older textbook depending on what you're focusing on and work through it page by page. All the (NA) jobs now either outsourced all the entry level work and expect you to be a senior professional or an architect or engineer out of the gate. Some employers might hire you as an intern if you're still in school since they can pay you almost nothing. If you beg hard enough.
>>1015920I'm really just interested in CAD as a hobby. I already have a career going in web dev, boring but pays well enough and not too demanding. Just bought a used 3D printer from a friend so I wanted to start making my own designs as I'm sure downloading random stls off the internet will get boring fast. Thanks for the recommendation though. I'm sure it won't hurt to learn some fundamentals from a textbook.
games like doom 3, quake 4, and other id tech 4 engine games share a style im really interested in but confused on how its made. its a mix of metalics with rounded edges and a grimy sheen over it. in the engine, it looks really good but when the models are shown out of it, they look very dry and awkward. just look at images of the doom 3 cyberdemon and you can see a huge difference between the model in game vs it being rendered out of it. is there any way to emulate this style in blender?
>>1010916but ur a retared tendie wanker with the asthetic senses of a 3 year old, most ps3 games were ports of stuff weitten fot the 360 and there is amost nothing in common style wise between ps1, ps2 and ps3. The truth is your a bullshit artist who was not even alive when the ps1/ps2 shipped, have probably never even used one. Stop lying and being a phony shit spewer from reddit or even better just go back there with your hipster gamecube
>>1010916>style over substance ps1 ps2 ps3 styleps1 and ps2 had some of the greatest libraries ever known you really are an utter cunt
>>1010922In fact, Far Cry is the first ever game to showcase an early normal map asset. Just by Crytek in form of a screenshot
>>1010887You have to look at a screenshot in photoshop, specifically how each channel looks and setup materials that have the same value. If you want the same type of colors then the best thing you can do is separate each part and collect colors from those channels to build gradient maps in photoshop you can use for texturing. You have to use the non-pbr for this otherwise those colors will look desaturated.
>>1015168>>1015181To expand on this, suppose you are modelling something that is 2x1 meters at 256x128 resolution (like your image, for example). You should work on a grid that 1/128 of meter, 1/64 of a meter, or 1/32 of meter etc... to build the major details. Aim for for 90 degree or 45 degree angles for crisp results on your major details. Pixels being squares should clue you in as to why. You can see this in your image. Those diagonal details have a perfect 45 degree stair step if you zoom in closely. Up 1 pixel, over 1 pixel, up 1 pixel, over 1 pixel. You can for more irregular angles as you increase resolution.