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File: xxxxxxxx.png (59 KB, 373x301)
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hello anyones, i need a model of kirino and kuroneko from the anime oreimo in fbx to make a special model of dress in blender , important thing is they are barenaked with "HIGH" details . anyone know where i can download a model?
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>>1000865
Yeah! You can find it h
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good morning, the models for downloading
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I have the models but can't post here. Discord is thofus
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>>1000865
What's an anime?

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Node Wrangler is a powerful Blender add-on that simplifies working with nodes

Old Thread: Exploring Topology in 3D Art (Archived)
https://warosu.org/3/thread/966562
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>>996770
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Cool addon!
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bump
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Blender Paint with Stencils
>>999421
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>>996082
>>996087
I'm a beginner and I appreciate it

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Whenever I connect the strips with faces when modelling with this sort of method, I always get some triangles.
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Yeah, that happens.
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>>993691
>It's impossible to model a complex surface without either adding triangles or poles.
that's not true, though. That's literally the entire point of topology: Anything with no holes can be deformed into a sphere without altering topology.
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>>1000827
No anon, you are wrong, every mesh with an extrusion or inset has poles on it, because extrusion causes 3 and 5 edge poles
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>>1000839
you don't need to extrude or inset
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>>1000827
>Anything with no holes can be deformed into a sphere without altering topology.

You have two problems: A) Good luck modelling anything worthwhile out of a spherical topology. B) A sphere has poles too.

>>1000883
Functionally you will. Anywhere you break the flow of polygons you'll end up with a pole somewhere. A box has poles, a sphere has poles, a capped cylinder has poles. only manifold/closed shape I can think of that is fully quaded with no poles is the torus.

Houdini is fun and easy!
Pick up a free apprentice version today:
https://www.sidefx.com/download/
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>>1000165
lol
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>>1000165
show your work then, coward!!
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>>1000093
just wait until you realize that most of them don't even work in any industries.
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>>1000614
Mate, the Industry has completely collapsed. Are you living under a rock? The movie industry? Gone. Direct-to-dvd? Gone. App industry? Dead. VR apps? Dead. All you can do now is try to gain social media clout.
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>>998660
I see, so it's really mostly for learning. You can't just use the free version for years and then buy one month of a real license and then use the stuff you've made in the free version commercially.

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CAD thread? CAD thread.
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>>998615
>>998446

Just mucked around with it a bit - they don't do the integration I need.

Currently I have to use an iPart in inventor, and then edit the iPart table in Excel since you cannot populate the regular parameter table with strings from Excel.

I am sure this functionality exists somewhere - how many part configs have different things engraved in them? Surely they don't expect engineers to manually change the engraving for each different part iteration.
wan00
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>>994890
>How hard is it to align objects?
It's possible, the features are there, but it's very tedious to do in default Blender without addons
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>>998636
yeah I think you have to script it in python
https://www.alibre.com/3d-cad-scripting/
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>>998446
Inkscape is easy enough to script. The gcodetools plugin might suitable.
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>>993783
The absolute worst take possible.
>>998446
Rhino has UserText on every object that you can export as CSV.
In fact I can recommend Rhino to everyone in this thread. One-time payment, no bs subscriptions, not gonna change, whatever you can't do in Rhino, you can do with the Grasshopper plugin, whatever you can't do with Grasshopper, you can do with someone else's extensions to it or write your own.

.t currently creating a factory control system using it, from 3d models to CAM auto-programming, part tracking, management and customer relations.

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/wip/ - Works In Progress - "graphic design is my passion" edition

Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>993026
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>>1000836
Thank you, and sure, here's a general view one from the front
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>>1000223
You can use rightclick>"Pin" in UV editor to lock in the unwrapped vertices. If you hit unwrap again it will unwrap every "un-pinned" face based on the pin vertices
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>>1000853
Sounds nice. I can't make it work though. I can pin the vertices just fine. but selecting unwrap makes all the unpinned vertices unwrap in full scale. taking up as much space as they can. Not following the flow of the pinned vertices at all.
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>>1000866
Did you ctrl A> Apply rotation and scale ? Also on the UV panel , press D or check bottom left for the Unwrap settings , try messing around with them
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>>1000874
>Did you ctrl A> Apply rotation and scale ?
They're applied and neutral.

>press D or check bottom left for the Unwrap settings
??? Pressing D gets zero reaction from blender. Literally nothing to see in the bottom left. What function did you think was assigned to D?

Wait, I just figured out the problem. After I pinned the vertices, I was independently selecting the loose vertices and unwrapping them. The solution was to simply select the loose AND pinned vertices. I guess I should have tried that, but I didn't think of it.

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What is the best controller for modeling/sculpting in VR?
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>>1000517
woah
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>>994610
what are you using?
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Previous thread >>992867

Discuss and post anime styles in 3d. From figurines to celshaded models, etc.
Recommend Youtube Channel :
https://www.youtube.com/@user-sy9do4tr4h
https://www.youtube.com/@yuucg5187
https://www.youtube.com/@mmcganimetic
https://www.youtube.com/@fusako3d
https://www.youtube.com/@user-pp2os6zr2d
https://www.youtube.com/@ShionMgr
https://www.youtube.com/@kurukuma
https://www.youtube.com/@menglow2122
198 replies and 60 images omitted. Click here to view.
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>>1000857
Torso is too long, boobs are too big and don't morph the way they should making them look like theyre directly attached to the collar bone instead of hanging off it (unless your plan is to add some sort of soft body physics and have it function like a taimanin character), abs are too flat and need more of a curvature, leg to pubis creases are way too prominent, upper back has no visible area or depth for shoulder blades but still has a back line, and the arms are fucky but I think I've said enough. I'd recommend putting it in an A pose to see how everything proportions in a relaxed state.
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>>1000862
abs are too flat!? this was the one part i thought i really nailed. leg crease was for sure too much and i adjusted a bit of all you mentioned. the chest is def meant to be egregiously exaggerated and have that sorta "fantasy" shape to it so i want it to stay very spherical, dont really know how it should be attaching tho ig.
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>>1000864
The abdomen should always have a slight curvature due to it being where the stomach and most of your vital organs are placed and the additional protective fat layer that is in front of it. The only instance where it would be straight, even if you had them extremely toned, would be in a fasting and low water weight period. That's what male body builders usually do alongside arching their back to give themselves a straighter more inward curved abdomen. You are basically missing the fat pad or the existence of a stomach.
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>>1000868
here

https://www.youtube.com/watch?v=J---aiyznGQ
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>>1000870
no

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Is there any Tutorial on now to create a Vagina or Anus on existing Model ??

Janny pls dont delete, this is for research.
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>>999470
gave it a try
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>>1000332
good job
hilarious.
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>>998377
check your mother's onlyfans
>>
POST YOUR VAGINAS RIGHT GODDAMN NOW!
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>>1000858
I didnt think it look like that....

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What's the secret to a successful career in Adult 3DCG?
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Bros, our main man SkuddButt is dying.

Coomer bros... what are we even working for?
pour one our for a real coom nigga
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>>1000728
pretty grim. it must feel terrible working on something and wanting to finish it as you feel yourself decline until you can't do it any more
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>>1000728
hope he has someone who can clear his smut wall after he dies before his parents come around to his house.
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>>997628
appeal to simps, pedos, bolsheviks but i repeat myself
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>>1000728
Damn, this makes me sad. I used to watch his streams on picarto and he would actually respond to me and remember my username.

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working in Blender when suddenly....
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>>1000675
Has the sandworm chink entered into official /3/ canon? A new type of Cris?
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>>1000679
I'd like to see an actual comparison video of someone animating the same thing in blender vs in motionbuilder and see which actually wins. I think it would be very eye opening.
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>>1000723
>motionbuilder
What are you talking about? No one animates in motionbuilder, I've literally never heard of any studio using motionbuilder for keyframe animation, hell I've never known anyone that uses it for anything. It's an entirely separate tool from Maya.
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>>1000414
you don't need billions of polygons to make free anime slops for social media, unlike Hollywood blockbusters that sell tickets and subs
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>>1000427
ok

Epic's new marketplace just launched, combining the Unreal Marketplace, Sketchfab, ArtStation Marketplace and Quixel all into one.

How are you finding it so far? Any good? Worth publishing on?
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>>1000226
>>1000233
>chuds too stupid to write their own plugins
Heh.
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>>1000233
write one for the downloaded zip, anon.
the website has no api afaik.
it took me a couple of hours to put together a zip importer that unzips files to project directory, loads in the fbx, cleans up the attributes and creates a material with all the maps hooked up
works for 3d assets and surfaces
if you're just using blender/most renderers gpt/claude should be able to do it all for you
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>>1000238
calling out the stupidty of "AI" does not equal the inability to write your own plugin.
>>
Fab was a huge fucking mistake
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>>1000830
It's shit so far

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I assume it's some height map displacement fuckery combined with some sort of material something, but none of my attempts to recreate it have proved fruitful. No tutorials on it either, which sucks. What am I missing here?
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OP update:

Now I'm highly doubtful this is the same method used, but using a glossy shader on a heightmapped plane gives a similar look.
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>>1000680
That's most likely how the same method. It's one I learned a long time ago. Just watching a random video about gameplay textures.(you know how it is. Going down the youtube rabbit hole)
I forgot about it until just now reading your post. But yeah, I'm pretty sure that's how it's done.

Well actually I believe it's two titled textures. When displaced, they disguise each others tiling, appearing random. Something like that. Scrolling is involved. You have to scroll the texture to make it look like it's moving.
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>>1000646
>shaders you can hear
My old Radeon had a hard time rendering that but it was worth the fps hit
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>>1000646
perlin noise as a bump map, or 2 perlin noises as the red and green of a normal map
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>>1000677
This is the correct answer. Spherical panorama mapped to spherical coordinats (same map as skybox/skydome) used as a reflection map, then the normals are perturbed by noise using legacy 'bump mapping' but you can use regular normal mapping today and it'll look even better.

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Is this a good amount of topology for the low poly template?
Should i start trying to rig it?
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>>1000755
This is pretty freaking low for skinned animation. If you want to go this low you'd be better off breaking the limbs off into their own parts. Personally I'd add a few loop cuts around all the joints and add a ring around the neck and shoulder area like so.

Take a look here.
http://wiki.polycount.com/wiki/Limb_Topology
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>>1000755
You're gonna get horrifying deforms, your mesh will look like shit once you move it around. Look up "low poly topology character", come the fuck on did you even do basic research before making a thread?
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>>1000755
You should take a look at this:
https://core.ac.uk/download/pdf/363996124.pdf
This is a low-poly model but with good deformation (for a low poly at least) and with anatomical references.

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>Putting textures on simple geometry isn't real ar-ACK!
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>>994788
truth. but faggots will keep using it to make horror games and try to bait muh nostalgia.

it wasnt a style choice. it was a limitation.
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>>999695
>it wasnt a style choice.
it is now.
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>>999695
>it wasnt a style choice. it was a limitation.
limitation births style you mongoloid
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>>995323
what a long post that tells absolutely nothing
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>>996564
brushes with nice light and fog still looks kino


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