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File: 0876866330.jpg (254 KB, 860x760)
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will my CPU really cook itself if I try to use FreeCAD? I don't normally have any reservations about piracy but since I'm actually going to be making things with it I feel differently about CAD software, if possible I want my tools to belong to me indisputably, as a point of pride
8 replies omitted. Click here to view.
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>>1028694
I've never tried to use a CAD programme on a basic spec pc. I could imagine a version from the 2000s would work better with low specs. Depends on what you want to be using it for.
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>>1028694
I use a Linux laptop without a dedicated GPU and it runs just fine.
>>
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I just installed freecard 1.1.4. But I'm running into an issue where if I set the length of a side too high or too low, the other lines get moved to the wrong side of the line I'm trying to get distance from. Is there a way to fix this issue? Whenever I try by adding a fixed distance between two lines it says my sketch is over-contained or something.
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>>1033500
Apparantly, it's fixed in reeCAD 26.3 RC1
>>
Will Blender include a CAD mode? All CAD software run like garbage on my laptop.

3d AI art is actually getting good....
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>>1033551
Kek, could you be any less transparent about how badly you need things to happen right now? Totally nothing to do with the upcoming IPOs. Definitely not.
>>
>>1033552
>Kek, could you be any less transparent about how badly you need things to happen right now?
Why?
I can mod video games, create music, and generate 3D models without paying an artist.
That privilege will exist forever and there's no going back.
>>
>>1033555
Good for you. I'm sure you're totally going to use your newfound privileges to do something productive.
>>
>>1033557
Yes?
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>>1033537
>Also it's genuinely interesting how many of these generations are based around pagodas. It's almost as if they're trying to show off what they dedicated the most training to.

https://www.youtube.com/shorts/I61S0IhSiMk

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For fellow anons interested in this stuff, ArcSys have collated all their presentations (in Japanese) on achieving their unique character style including skinning, rigging and rendering on this central “Academy” page.

https://www.arcsystemworks.jp/academy/
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>>1032923
Wrong guy then, he’s a noob who uses tools not a person with knowledge in modeling.
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>>1018098
>https://www.arcsystemworks.jp/academy/
I'll translate with in English with AI if you guys want
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>>1018098
I'll translate this in English if you guys want.
Also put subtitles, it should be just 3-4 dollars anyway with ox alpha.

Also, does anyone have the dev build released in 2025 May? If anyone has it I can run AI tools for educational purpose only and replicate the pipelines the binaries are pretty easy to reverse engineer now
>>
>>1033493
They're already translated you dumbass
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>>1033493
that looks like something cris would make if he wasn't retarded

File: Grok.png (263 KB, 893x488)
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AI will take our jobs! The ones none of us have!.
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>>1023216
Apparently Chatgpt Astra can do it by calling blender though
>>
>generate the UV layout for the knee on george floyd's neck
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>>1013532
we wuz couches n shietz
>>
>>1019481
the fuck it is
I can search a vague term and find a way to do it in photoshop, hell you could do that 16 years ago
for 3d you have to already know the term you are looking for before you can find how to do it, and knowing the term likely means you know how to do it.

3d is a massive pain in the ass to learn and saps most people's motivation the 5th time they get stumped on something that should be intuitive.

sculpting is far easier, but the perspective issues make doing anything more of a pain in the ass than its worth to the point if I wanted to a digital object its far easier to get a 3d scanner and some clay to get most of the way there.

yes that costs money but cheaper than most 3d programs that are worth a damn
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>>1010467
https://www.youtube.com/watch?v=1dAcJEIlQM8

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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>>1028300
oh and yeah i'll pay for the clothes/spa and salon
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>>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!!!
>>
>>1024456
>>1024411
I can do it for you, however only if I can have the property of the channel and of the model, I can even edit videos and direct ideas that would fit well a vtuber, I'm in contact with big people from vshojo and related too.
We can have opt-out plans if you blow up too, where I sell you the channel
>>
>>1024411
>>1024456
For example, the opt-out is you have to pay about the work I've done at rates we agree with before signing the opt-out option, otherwise all earnings from channel and fan donations and related are 30/70 in my favor, that's because my time investing in someone I have no agency over has a price. The opt-out would be similar to paying for all the work +50% of the value of your channels and audience network.

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so has ANY of you fucks actually used this for something?
what's your experience with it been like so far ?
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>>1023693
no I haven't
there has been no experience with it for me
>>
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>>1030276
Export is broken. I can't get a workable mesh even if I export as Step. I've tried remeshing in ZBrush, FreeCAD and MOI 3D and all crash. None of the export settings have an effect on the wireframe when going through different values. I tried using the tools in the Plasticity/Blender Bridge addon but it's broken too.
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>>1030581
there was a v2 to fix this i believe. and then a v3 for license issues. crack is probably ai assisted tb h.
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>>1024818
do you use the blender bridge anon? apparently it got even more better now. wish the dev added MCP.
>>
so is it any good for someone making game items

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How can I make it so that when extruding the faces highlighted in orange (at the very top and the very bottom), the edges highlighted in red and green are filled in automatically (so that two new faces are formed)? In fact, I have a more complex model, and I can’t fill them in manually; I showed a similar situation in the photo to make it clearer.
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>>1031316
Blender can’t fill in the holes while it’s a common feature in every 3D software.
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>>1031316
duplicate the entire model/mesh, extrude the faces you need extruded on the duplicate, then merge them back together using distance. you might need to redo the face normals after
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>>1031316
in rhino id duplicate the closed curve of the outer rectangle and the inner and extrude them both then join the surfaces.

i mean, really id never make this like this, just make the thing you want. wtf bro?
>>
>>1031316
This isn't clear at all.
>>
>>1031316
I don't even understand what you're on about. Maybe post 3 images: what you start with, what you get, what you'd want to get

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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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>>1023041
I switched to Godot from Unreal 4. I still greatly prefer UE4 and think it's the best 3D option. But I get a much more unique look in godot thanks to the shader pipeline. Trying to get phong shading in Unreal 4 is a nightmare and requires editing the engine itself, using an janky asset, or writing custom shading functions in the material graph. All of which is undesirable when I can just write a simple godot shader that accept a diffuse, spec, and normal. Also most unreal games use the default character classes that all handle pretty much the same, having to writing a lot of movement code yourself in Godot gives everything a more unique feeling.
>>
Real question is: can I do games that are like ds games or like signalis in godot?
>>
>>1033444
Yes, there's tutorials out there to make your godot game look like PS1. The main thing is low resolution, viewport scaling (so that when you maximize your window, it still renders at the low res and stretches everything), nearest neighbor texture filtering and flat/no shading
>>
File: 90s SOVL.webm (3.8 MB, 640x360)
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Can you use MPC with it, and just build the game by talking to it?
>>
>>1023062
I love to work in unity but it is run by retards.

File: donut-guru.jpg (144 KB, 1280x718)
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>AAAAHHHHHH
>LE DONUT
>HOLY SNEED
2 replies and 1 image omitted. Click here to view.
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Andrew Price owes me smelly crusty donut sex
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>>1032548
nice donut
>>
>he AI generated 3D donuts
it's gotta be a fetish at this point
>>
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>>1032548
now he's doing research into counterfeiting pokemon cards and pretends it's just to "accurately render them in blender"
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>>1033460
This was interesting but i don't know why it was worth the effort. I learnt the prismatic effect was kind of unique but pragmatically i'm sure you can just fake it and get like 80% of the effect

File: Alice.webm (1.04 MB, 512x512)
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>>992897
13 replies and 6 images omitted. Click here to view.
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File: r.png (216 KB, 663x703)
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File: .png (290 KB, 670x801)
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Testing cloth simulation brushes
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File: Alice.png (485 KB, 846x744)
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New face and textures, Alice is a nickname.
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File: walk.gif (998 KB, 314x364)
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This is my newer skill, chuddies.
3 replies and 1 image omitted. Click here to view.
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>>1033066
Why not make your texture size in 128 x 128? That way it'll look better and less warped.
>>
>>1033080
How do I make it seamless
>>
>>1033105
After 10 years, how are you still this retarded? Do you ever curse your brownness for making you like this?
>>
>>1033105
you entire existence feels so claustrophobic to me
there's a consciousness there somewhere. you can clearly be trained to operate complex hardware and software with enough trial and error. but nothing you say or do shows the tiniest hint of self reflection or planing or even just basic problem solving. you seem to exist in the moment, for the moment. like an art making insect. barely conscious, but sensing the sweet breath of creativity and droning towards it. hitting your head against the glass window over and over and over and over and over
>>
>>1033067
stop being jealous eyeballtank

File: 3dcatgirl.jpg (448 KB, 1400x1820)
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Is my art really that terrible? I feel like I've never made any improvement of note and the only feedback I get is either negative or silence.
16 replies and 2 images omitted. Click here to view.
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feel like the head/face is dragging it down sm, it's so noisy, such inconsistent width / strangely placed lines, the body is pretty good
>>
File: fwm.png (2.94 MB, 1387x1695)
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Ok I put some time in, swapping to inverted hull to try make it less noisy.
>>1032843
I'm rendering this in unreal.
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>>1032995
can you widen her waist and make her more bottom heavy
>>
The subject matter is ugly
>>
>>1031853
your character design is soulless

File: c4Yxc (1).png (484 KB, 840x840)
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Maybe the wrong place for this, but I think it fits the topic.

I want to know how to create unique planet maps with custom terrain types (like salt flat plains, basalt dunes, ice caps etc.). I want mountainous erosion, glaciers, stuff like that, and natural looking landforms that don't just look like perlin noise. The map must have a heightmap and a colourmap, and height shouldn't strictly be tied to landforms like SpaceEngine does. For this specific project I'll also need shield volcanoes and equatorial ice caps (it's a tidally locked world). Can anyone point me in the right direction like what software/toolkits I need? And also, is it possible to make highly customised cloud maps for my world, like subsolar vortexes, wispy terminator clouds etc.? The maps must be either equirectangular or cubemap projection.
17 replies and 3 images omitted. Click here to view.
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Not to worry. I got sick of every "planet generator" being noise-driven crap. I'm making a software that does this properly with all the paramaters you will ever need if you are into planetary science on an autistic level. Stay tuned.
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>>1033419
ETA on release? And where can it be found?
I'm actually working on the same thing.
>>
>>1033423
Dunno, I'm vibeslopping it. I'll post it here when I make actual progress. I'd like to see where yours is at also since this seems really difficult.
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>>1033424
I'm vibeslopping mine. I would say the most difficult thing with an earthlike planet is that all large scale features are driven by plate tectonics.
Stagnant lid planets like Mercury or the Moon are easy to fake using noise because of their lack of plate tectonics, which on Earth drives mountain ranges and depressions in a way that doesn't look like noise.
If you can make a system that emulates both past and present plate activity on a planet then you are 90% of the way there. The lower level detail is all solved problems.
>>
>>1033426
Mercury and the Moon is 90% noise and craters, which are easy and cheap. But I still want to go further so I've proposed a plan that would allow us to generate deterministic planets with unique and "staple" albedo features like Mars' Valles Marineris or Iapetus' markings. I've messed around with SpaceEngine enough to know that stacking noise isn't enough to create convincing planets. Humans are really good at spotting patterns. Generating continents on a tectonic world is for sure more of a challenge and I'm not sure how I'm going to accomplish that yet. My final vision is to have a program that can take in any parameters for a planet, suggest feasible numbers for missing parameters and warn against "unfeasibility", and generate studio-ready planets of any kind. Both types within the Solar System and more exotic types like temperate desert worlds (e.g. Arrakis), snowball worlds (e.g. Hoth), exo-Titans, eyeball worlds etc. and basically any hypothetical terrestrial. It will also run a climate sim and generate realistic cloud maps, split into layers among other things I don't know are possible to achieve with current AIs. Maybe I have to wait for Fable 5.5 for this. We'll see how it turns out. I'd like to tackle giant planet textures too as well as in-betweens which are more hypothetical. They are more of a solved problem, but I want a program that produces physically plausible results based on a set of input parameters, and then lets you freely tweak results in an artistic pass if you wish, rather than just "run a fluid sim on a RNG colour palette".

File: damn.jpg (241 KB, 1200x2131)
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how do you even model something like this it's impossible
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>>1030963
Ediz: Sorry he only sells the plans. But he makes tiktok videos of making them
>>
lol things are hard halp
>>
File: file.png (237 KB, 349x740)
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>>1030733
>how do you even model something like this it's impossible
very simple.

I was expecting something difficult like a round one.

Uff made it was harder then I expected fucked up some while making it.

Thanks for the exercise OP I learned a lot from modeling it..
>>
>>1030733
I know that zbrush has a mode where I can draw in how I material removed, and I can do that for x, y, and z accesses, for this you just need x and y, don't know the terms other programs would use to describe this.
>>
>>1033149
>I was expecting something difficult like a round one.
Anything radially symmetrical can be made by just drawing its profile and rotating it about the center.

I made this engine modle in fusion : https://github.com/theplatformer12-spec/Engine
and i want to manufature it how to i do that? any help will be accepted
>>
>>1033389
>>>/diy/
>>
>>1033389
A few options, either you can buyr a cheap
lathe/milling machine, get some stock from mcmaster carr, and make it, or hire someone who does milling (local or jlccnc/others).
Here are some vids

https://www.youtube.com/watch?v=Us4e-nhESzc&t=55s
https://www.youtube.com/watch?v=dF0NzfsbIeY
https://www.youtube.com/watch?v=C004pJG0cEg
https://www.youtube.com/watch?
v=9aFyLqJWCy0
https://www.youtube.com/watch?v=F59uIEqeOzE&t=481s
https://www.youtube.com/watch?v=KJCzYWdwCzE&t=1898s

you can also look into casting


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