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File: blender kino.png (871 KB, 901x419)
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https://www.youtube.com/watch?v=l5OZu-IrXpw

Blender won.
1 reply omitted. Click here to view.
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>>1028599
Wow it looks like shit and the guy won't be fired, amazing.
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>>1028599
Pretty nice, thank you for sharing!
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>>1028603
>both birds mouth "What did you say?!" at the same time
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>>1028599
The animation is nice, but the story and overall tone is too schmaltzy for me.
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>>1028599

You will die alone, unloved and forgotten in a cold dark room with no one to comfort you as you slip into the eternal void from which we came from!!!FACT!!!

File: IMG_5210.png (105 KB, 498x498)
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Is using ai as a refrerence for your characters bad?
39 replies and 11 images omitted. Click here to view.
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If you blindly copy Ai reference yes. If you use it for ideation and don't add retarded details no.
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File: 1602017851048.jpg (24 KB, 640x483)
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>>1026905
>googled to see if this was real
>the image just comes back to this thread
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>>1026860
Personally, I wouldn’t use AI generated images not just because of ethical reasons but because a lot of the time AI isn’t accurate. AI can and will contain many mistakes that will probably make 3D modeling things a whole lot harder (especially with hair and clothing detail) not to mention AI feeds directly off of other people‘s artwork, which means that the character designs that you’re generating are stolen. (I hope this doesn’t come off as me trying to bitch at you for using AI btw.)

>>1026862
I’m not very good at 3D modeling, but I am fairly experienced in drawing. I can tell you from personal experience the being able to draw is incredibly helpful when it comes to 3D modeling not just when it comes to character designs or reference images, but also in knowing how anatomy works. That’s not to say that drawing will make you a 3D modeling master. I fucking suck at 3D modeling but I would probably suck more if I didn’t know how. I would start off with modeling pre-existing characters to have simplistic body shapes and minimal detail such as characters from happy tree friends or powerpuff girls. Either way I wish you luck. Drawing experience or not picking up 3D modeling is a total bitch and it’s super hard to learn.
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>>1028871
Is that Shantae as a Mega Man Zero/ZX character?
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>>1026860
as long as you aren't using it for paid content, the only people who are going to give a fuck are the "ai bad" purists.

it's a tool. just like anything else we use. there are a plethora of issues with how it's being implemented right now, and the legitimacy of the content it generates. but, hopefully those get addressed soon-ish. but for the time being, it's best use case is for spitballing ideas.

since youre mainly planning to use it as a reference, and not for use on the actual model, you should be fine. just dont directly 'trace' the picture itself.

File: activater-ttv.gif (654 KB, 640x554)
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Are there any free VR 3D animating softwares (or relatively cheap ones that are worth the price)? I asked 2 different LLMs and got nothing, so I'm all out of ideas.

At least being able to move and rotate with both hands would be good, but better if it could use full-body tracking as primitive mocap.
I was considering making my own (since I was going to mess around with VR game dev anyway), but I thought one would have existed.
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>>1029190
>vr game dev
Not needed. Oversaturated. I'm sure your country offers apprenticeships as an electrician instead.
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>>1029190
no, there are no good VR creative softwares at all
>we just haven't done that yet, plus VR sticks are less intuitive than a keyboard, which you can't see while using a headset because it covers your eyes
I would suggest asking a 3rd LLM
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>>1029214
>Thinks 3DCG is needed and not oversaturated
I'm currently in a course for that, but can't an n'wah have hobbies?
Wasn't actually making a game so much as a training sim that can measure my speed to know if I'm actually improving. I do training with weighted clothes but the issue with that is I am not being forced to maintain/increase how quickly I move. Putting that in the preface would have been a little unhinged, and it's not really that important to know.
So don't worry, I'm not gonna be making a game that'll make yours look derivative (unless you were also making some schizo VR training sim to force yourself to move faster via VR obstacles, and maybe also some martial arts if I can figure out how to train a rig on fight videos which I am pretty sure I have seen done already)
Even though I started with game dev, I only really program random tools that I need.
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>>1029216
If so, I'll start working on one (obviously there are some, but I don't want to pay).
Any suggestions? I can't figure out an easy way to integrate the VR directly to Blender. I know there's a Blender VR viewer, but I'm not sure how to interface with that programmatically and when I tried using it I just kept getting a black screen (it could be a version issue, as I saw something saying Blender 5.0 broke the addon).
If I can't figure out how to get Blender VR working and adding animation functionality, my next idea was to use Godot (because Unity and Unreal Engine have gotten rather bloated). It shouldn't be too hard to be able to export an animation, even if it's just as a custom file which needs to manually processed with a python addon for Blender. IK bones are fairly easy to program, and Godot should support shape keys and physics/ragdolls (the idea of being able to just throw characters around would be very funny, even if not very useful).
Mocap with full body tracking should be fairly easy once IK has been setup, but I need to finish building more SimeVR trackers to get it working.

File: LUCY2.png (2.75 MB, 1920x1440)
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Making a new thread since the image limit got hit on da last one.
Show us that cool new project you got in the works anon-kun!

Previous Thread: >>1017627
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>>1028391
40k is always fun to model. Syama Pedersen probably had a blast making his Astartes series
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image limit reached
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>>1028398
I would make these parts thicker, not by a lot but somewhat thicker. they are hard to read and look somewhat flimsy, like it's a paper thin metal sheet rather than a sturdy metallic component
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New thread when?
>>1028428
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>>1028490
Now: >>1029138

File: image-1.png (3.02 MB, 1625x980)
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I want to share some stuff as I create my content over time, to contribute to the /3/ gallery. I'm not a professional employed person, this is just my hobby.
1 reply and 1 image omitted. Click here to view.
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File: IMG_20260527_231322.png (128 KB, 563x470)
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One of my many characters I have created. not pbr and lowpoly.
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File: image-2.png (170 KB, 897x661)
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This guy who's almost finished, needs some little work and I'll return later to, as I took a little break from character design.
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>>1029019
His weapon.
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File: Editor_1kNvqZu9it.jpg (52 KB, 620x331)
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Some of my level design and lighting.
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Coo

File: Osaka_topology.png (446 KB, 762x812)
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Help me fags, im struggling with this topology
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>>1026573
No, I'm saying it sucks compared to doing it without the cube
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I bet that this: >>1026563 has better shading than this: >>1026566
The brown loop around the face will likely give the perimeter of the face cleaner shading.
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>>1026598
Almost certainly so. In addition >>1026566 hjas a 6-pole on the contour of the 3/4 view angle. Its outlines are going to be random bullshit totally outside of artistic control.
>>
redpill: there's no need for the topology to cater to the nose/eye/mouth, just make the face flat and fill in the details with textures
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>>1029081
>textures

wip subd fanart of Thief from Marathon 2026 :) what do you think?
7 replies and 5 images omitted. Click here to view.
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>>1028984
thank you! although i do like her ingame model. I want to add the details like her face tats and eyeshadow as texture detail, this is all just mesh work rn :)
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>>1028977
Wood nut in cider / 10
But seriously, it looks good. It may not be perfect, for example the body proportions could be better, perhaps more details and more defined features on the clothing etc., but overall this is solid work. You are definitely on to something and it's better than 99% of what is usually being shared around here (looking at Cris)
>>
very nice anon
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>>1028985
thx :) i struggled a bit with her ears and ill work on them some more i think, wondering how much detail should be in da base mesh vs textures etc
im worried that if i post in highly competitive art spaces they will shit on me for box modelling instead of scultping tho lolol, i just rlly dont like sculpting figures at all

>>1028988
thx anon i am gonna keep tweaking her proportions bcus i know it looks a bit off, ive worked some more tho

progress update!
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>>1028978
>>1028979
face good, but i can't coom to this

File: pro1.jpg (75 KB, 1379x754)
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Hey, I have a game engine viewport working. I typed everything out in c files and I want to put together headers and start a library for a game.

Does anyone have interest in the source files?
It can be complied to an exe file. I use Visual Studio or Mingw64.
5 replies and 4 images omitted. Click here to view.
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>>1028220
Congrats on finishing your student assignment I guess?
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>>1028368
It’s no school assignment you crap bag. Over 30,000 lines of code so far. I doubt you people will be ever seeing the source for the engine.
If it wasn’t going to be and exe file how else would you run the software?
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>>1028364
I was thinking about revealing code for the game but I don’t understand why there are people that hate me for what I did. Do you think people have the time to snoop on random image board users. I want to keep everything simple in the terms of what the software is doing and reckon where it’s not. People jump through the other side of development and assume there are major accidents and collisions with the reality of what’s happening. The file is less than 300kB. That’s it. You all are the same, you don’t like Microsoft for doing the things that needed to be done. The only other developer on here is using Java applets and convoluted technology to make there game. I think they have stopped work now and you have praised them for count less bounty. My work will continue, so far so great.
Have a look at what it takes to use C functions in Fortran. Intel might believe it’s the best solution for a variety of coleashes. It’s the Windows API or win32 user32 library’s. I’m not sure the end points will ever meet if you wanted to create another operating system to handle direct manipulation of ports and settings, i2c and voltage of the actual graphics chips in the computer. Just looking at what is possible and maybe there are c compilers that will do machine code nicely enough to say they are better for this kind of model.
>>
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>>1028532
>crap bag
/3/ BTFO'd hard

File: vanessa 15 may.gif (916 KB, 600x600)
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I found a neat trick on blender that allow me to imitate the soft shading on the breast, flat shading on the rest of the body, that I saw on AI low poly renders.

:D
14 replies omitted. Click here to view.
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>>1028867
if this level of self awareness and ability to take criticism is all you have, you won't last three days trying to sell something.
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>>1028867
>I'm not an artist. It looks good enough to sell
god i fucking hate moneyfags ruining this board with their greed and retardation
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>>1028877
What about Roblox BBC porn?
>>1028894
Okay NEET, kek.
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>>1028918
you don't have to be a neet to be against shameless talentless money driven retards ruining this board with their "will my 5 seconds of effort make me rich?" posts
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>>1028919
More like 5 hours. Even then, how do you explain Roblox BBC porn? It doesn't take any effort yet it makes thousands a month, kek.

Did sfm set back 2010s animators years? (kinda ignore pic)
34 replies and 2 images omitted. Click here to view.
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>>1023484
Both the lens and the posing are used. You've gotta pose the model *anyway*, might as well make use of it.
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>>1014631
no, it's still used for simple stuff to this day despite being arguably worse than blender for simple things assuming you have all your preferences and render settings established for the style you're after in blender
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>>1022881
I think the key here is just using the Workbench renderer setting and playing around with metcaps. EEVEE might be another possibility given it's a realtime renderer.
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File: Myepicsfm.mp4 (3.76 MB, 1882x1080)
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any tips guys?
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File: 23422212.png (137 KB, 787x777)
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>>1014830
This is true.
I had a channel in the mid-2010s primarily centered around FNaF SFMs because it was the channel I wanted to build, but peers outpaced me in the sense they were forcing themselves into the, at the time, extremely popular hyper-tism niches like "music videos" and "funny moments" type of content that simply didn't require the same tact or skill to make them look particularly impressive or high quality, but most importantly they captured as many views as possible through this genre. They of which garnered way more visibility in the tens of millions.
Kinda killed most of my motivation to continue making the content I was, which generally took the setting more seriously.

File: images(2).jpg (24 KB, 576x240)
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Why is this thing trying to become bloatware jack of all trades like Blender? It will just run at 20 fps instead of being specialized lightweight software. Also, I heard its better than Substance Painter for some parts of texturing. Any inputs?
5 replies omitted. Click here to view.
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>>1026907
>>1026980
Why do they put politics and religion in? I don't want a forced pigkrainian flag shoved onto me as an icon.
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>>1026846
LMAO, look at that bloated UI.
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>>1026846
is it made by the azov battalion?
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>>1026846
I was surprised you can apparently sculpt in it too
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File: pinkgummmonsterthing.png (249 KB, 934x833)
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this shit is dope, I sculpt in real life with monster clay and this software is the closest thing to that experience. Layering on top of voxels instead of sculpting unmanagable vertices in blender.

Z brush is probably better and similar to this but that's too expensive for some hobby 3d modelling

File: videoframe_0.png (1.79 MB, 1920x1080)
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https://studio.blender.org/training/facial-rigging/
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File: kid_rigging1.png (1.15 MB, 1498x845)
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Wrong frame lol
>>
bump

>no parametric modeling threads
What is this? Just an artcvck board?
8 replies and 3 images omitted. Click here to view.
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>>1028766
I avoid getting the big guys on the high seas since solidworks is pretty aggressive about it and sued people over it.

Fusion free edition or a "free" plasticity was my go to. I just make game assets.
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>>1028718
OP here. That is sexy, anon! :3

>>1028738
>>1028742
>>1028745
NX is the best, but again it comes at a cost: cheap academic but prt files are limited and there are tattoos on some outputs, full license costs as much as a new car, or you learn your firewall well enough to by default block all outbound (whitelisting only the executables which you desire to have network access).
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>>1028771
>:3
Certified to be bred by BWC.
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File: 1704415492449.jpg (867 KB, 3840x2456)
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>>1028745
Nah, stay on plasticity. For gameres hardsurface it is more than enough, almost everybody in our studio are switched to plasticity from fusion. Also fusion can get slow as fuck when working on something complex enough.
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File: fwafawd.png (658 KB, 2160x761)
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>>1028819
Hmm alright. I saw the opposite that plasticity gets dunked on for being the noobie software while fusion is the real shit that you need to learn. Howewer I do tend to enjoy plasticity's lightning speed and lightweightness compared to fusion, and launching it up just takes a half a second with the scene instantly loaded in.

blender bros on suicide watch
24 replies and 2 images omitted. Click here to view.
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>>1028317
last time i checked a chinese guy was going to try to fix it after sirgay fuked it up for the nth time. to answer your question it, after a while it will generate random spikes on your mesh ruining hours of work.
maybe they can implement the code Pablo left behind now that an Ai can babysit their shit ass coders
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>>1028219
I can use my programming skills to make the software care about me.
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>>1028055 They are not going to incorporate AI into their software dumbass. Stop spreading doomerist misinformation.

"Blender is a tool for artists and creators, it’s made by humans for humans. No generative AI functionality is currently available or planned to be integrated in Blender."

https://www.blender.org/news/upcoming-blender-development-fund-and-ai-policies/
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>>1028739
But chu die, you can download the MCP addon and connect it with anthropic which gives full access to blender.
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File: HIsYY6yXUAA2T2D.jpg (640 KB, 2048x2048)
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It's over.

File: pacifica 2026.gif (704 KB, 400x400)
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pretty happy my style is evolving and becoming better.
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Kill yourself, Cris
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>>1027442
Why are our models so ugly? Is everyone watching a 3d modelling course we don't know about? I just want to make a cute anime girl ffs.
>>
Test
>>
Bump little chuddies


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