I just discovered the harness technique.All these years of my blender low poly modeling life has been a waste.wtf.
>>1028373https://www.youtube.com/watch?v=sCdhkLUCV8AIt's so simple, yet so advanced.
>>1028375That's just standard retopo
>>1028375This is for high-poly models. What does it have to do with low-poly?
>>1028375This is how retarded /3/ is, never fails to crack me up seeing retard thread after retard thread>in less than 6 minutes for zoomers who need quick & dopamine boosting low quality shit results.
>>1028386>doesn't apply to low polyJust do it less
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.
>>1025060Where can I find more good topo patterns like this anon
>>1024411A 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.
>>1024411well maybe if you become my girlfriend i'll make a vtuber model for youbut you'd have to wear j-fashion / skirts and have hime cuts and twintailssorry my standards are highOf course i'd start working out too
>>1028300oh and yeah i'll pay for the clothes/spa and salon
>>1024411>i want to try to be a vtuberbuy thishttps://coloso.global/en/products/3dartist-createll-usor comission someone you fucking cheap bastard
Previous thread: >>997798
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New thread: >>1026280
Making a modern, GPU-accelerated version of POV-Ray could be pretty cool. Maybe it would be possible to explore some of those scenes in real-time.
Should I try to make a comic in blender and then seek an IRL local publisher for it?
>>1027543Stupid question thread's over there >>1025537
>>1027543Wow, what a great question definitely deserves its own thread. I don't know the answer, but I'll give you a bump to make sure your thread stays alive. I hope some other anon with the wisdom you seek stumbles across your thread.
>>1027543you're going to die, might as well make the comic
Why not just post your comics on twitter or pixiv?
How did they make her cheeks squish like that without using too many joints in the buttocks area? As you can see, no physics engine is at work. It's just animation.https://strawpoll.com/GeZAR63w8yV
>>1028123kek, this shit down not look good at all
>>1028140Are you gay, son?
>>1028140It looks flabby and disgusting. Must have been some fetish animator at Omega Force who got away with it.
>>1028113It's an illusion. The checks are not squishing. When the leg.moves back part of the buttock passes through the thigh. The animation is fast and your eyes are expecting a butt squish. So you see one.
>>1028176Not at all. The cheeks are squishing like hell. You're blind.If you play the game, you can also tell this, because Zelda is the only one with such a flabby butt. All other characters look vastly different back there.
The idea is to make simple games with them : )
>>1026592Joking aside, creating a lowpoly character that looks anatomically attractive seems like a good challenge to me. I think I’ll work on that today :)
Experimenting with a new UV mapping system. I also fixed the texture bleeding problem.
How do i make triangles like you do?
>>1026916
>>1026916If you mean how to do it in conventional software, I don’t know, dear anon. I’m not exaggerating when I say I don’t even know how to make a sphere in Blender... I’ve always "hated" conventional 3D modeling software because its endless geometric abstractions obscure the really simple and intuitive thing behind the scenes: three vertices form a triangle. The direct and ergonomic manipulation of this simple fact is what I always wanted, which is why I made an app using ThreeJS that lets me manipulate these vertices directly without so much "bureaucracy". I know this custom approach, due to its inherently rudimentary nature, prevents me from creating complex things quickly, but for my lowpoly purposes, it is enough.
its roblox so its instantly bad
>>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
>>1026527Roblox is not 3D modeling, kill yourself.
It would be a good room for a horror game BOO!
Am I going crazy? I've used Blender for around 2 years now and I swear there used to be a button to copy and paste images in and out of the image and UV editors? maybe i'm just rarted idk
>>1024437why would you ever need to copy or paste an image in blender?once you open an image it's available across all panels.
>>1024929Yeah.
Stonetoss
>>1027717Replies
>>1027712I've got an awesome project going but /3/ hates the design style I'm going for so I don't post it.
The solution is, and always was, project threads. Dont just post in /wip/. If yku have a whole project you're doing mke a threas for it and post updates.
>>1028180Last guy who did that got banned and his thread erased when he actually successfully completed it
>>1028187Fear mongering. This board is dead because everyone is afraid to share their work.
https://blog.chaos.com/vray-blenderBlender won.
>>1027901fck i post it on wrong thread
>>1027683There's no need for anything that isn't Cycles or Eevee.
>>1027738I tried but it crashed the last time I used it.
>>1027683offline rendering is null and voidrealtime or generated (not there yet but AI cunts will waste billions to make this happen, maybe it will)
Is it more performant than Cycles on AMD GPUs?It takes me 10 minutes to render 1 frame at 512 samples in Cycles.
YOu see this foot? took me 40 mins while watching a tutorial on how to do it. Only 300 vertspic related has sub d on for niceness. Going to work on the head soon enough. Wish me uhh luck.
>>1026243I can't sculpt for shiiee man.
>>1026212It looks like a jade death mask of Scout tf2.
>>1026163damn, thats a genius loop, ty for this idear anon
>>1026163what other loops would u recommend anon, preferably with pic examples, thanks
>footis Quentin your first name?
I've finished the donut tutorial. What's next for me? How do I start making money?
>>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.
>>1024328not in New Jersey, New Mexico, or Missouri
how do i get into game modding?i know abit of blender but no experience in coding or reverse engineering.is it possible to use AI/LLM?or, does anyone here take commisions for making game mods?
>>1027792>but all the tools are goneWhich one are you thinking of? The tools for most of them are well preserved
>>1027795I was trying to make a character fir a really old game. Quake 3 Arena. I got really far but couldnt export it because theres no exporter that works on newer programs. Turn out theres a lot of support for Quake 2 but not much for Quake 3.
>>1027755> is it possible to use AI/LLM?Sure. Also YT tutorials. It all depends on your game in question.>>1027797You probably could export it as obj or fbx or gltf and continue from that using classic tools.
>>1027792RE engine games are a special case because the tools already exist and they just werk when a new Capcom game is released. Contrary to popular belief, Capcom doesn't really try to fuck modders by obfuscating their engine.
>>1027948This is the same case for popular engines like Unity and Unreal Engine btw. Although UE is harder to mod when it comes to scripting due to the game scripting being made in C++/Blueprints instead of C# like Unity/RE engine. C# is designed to be "modded"/overridden.
Do you deform 3d model to get the expression you want?
>>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
>>1026674You can automate it the same way you would in Blender, make a couple key poses for different angles and blender them depending on relative camera angle.But that's really overkill. In a game either you're in a cinematic pose/cutscene and you'll author that for a predetermined camera angle or path in your 3d software, or you're in gameplay and you can get away with a fixed face that looks good from most angles
been making this lowpoly slop for fun. might texture it later
Yum!
>>1027623>VanillaMehh
>>1027623Looking good!
>>1027623that's a weird way of serving a pancake
>>1027628>pancake