I fuck around with low poly PS1 but the artistry in these models tell me that there's alot of planning involved.What I think happens is that they sculpt these characters then bake the textures onto a retopologized low poly model. Similar to tracing over an existing model.I ask because I want to get back into 3D modeling again for my own game but I'll only invest the time if it doesn't involve sculpting.
>>1000053No.
>>1000053While you can accomplish that with sculpting, you can also just make a low poly model and add polys in places the player will see often, like the face. And you just keep adding poly's until it looks right or you hit the range you want.I think the only time you would need to consider a high poly sculpt is if you wanted to do the higher fidelity cutscene character vs the lower poly gameplay character thing, but its unnecessary especially for indie/hobbyist stuff.Most of the work is just the textures. >>>>995160check this thread for some other tips and go download models off of Model Resource to study
>>1000053they did not have sculpting tools at all when they mae this model
>>1000129This is exactly what I needed, thanks anon.
>>1000142Yep they put drawings in the background of their modeling app and pulled on vertices until the polys matched them. There's a book on Amazon from 2000-ish which walks you through the process. (think it was called 3d character design in 3D Studio Max or somesuch, might be able to view it on IA still)
When starting out in 3D, is it better to finish as many models as you can (or projects if you'd like to call them that way) and keep adding more sophisticated technologies and techniques as you learn them or is it better to just polish one model and keep adding stuff to it as you learn? I come from a 2D background and when it comes to drawing quantity is king, you should be drawing every day as much as you can. Is it the same for 3D? I would've posted this in a SQTDDTOT but there's no such thread at the moment (you can use this thread for that, if you'd like)
>>998409>Nonlinear animationCool I didn't know this was the term, I'll look into it.
>>994000Trying to make a hair braid mesh (downloaded from sketchfab) behaving like cloth in UE5.4, but when I do cloth paint the hair mesh falls apart because even though it's one object, it's also made of 700 smaller pieces not connected to each other, so cloth simulation is applied to every single mesh piece individually. I tried to reconnect them in Blender using Bool tool union, but half of those pieces vanished, and I just wasted a whole day trying to get hundreds of pieces joined in a single mesh/object.Is there a simple way to resolve this? Do I need to do some sort of a remesh (never done it before)?
Does this board have a searchable archive yet now, and if it doesn't, why not?
>>1000148https://warosu.org/3/
posted my stupid question in the wrong thread >>1000253
Rules for me: >No basemeshes/kitbashing, everything must be modeled or sculpted. >Complete low frequency. >At least some mid frequency. >High frequency is optional. Requests are welcome and you are welcome to criticize and even post your own superior sculpts, no rules for you!
>>999674nice
>>999682thanks
You are an After effects animator & just installed Cinema 4d & blender where would you start or you want to learn animation
the sticky
>>996792I'll tell you a little bit of tracking + lil bit of cgi goes a long way, also I did some gold words, 3d animated the other day, the sad part is that I couldn't get the fireworks added as part of the hdr probe, but that would have been dope and probably not too hard to pull off, somehow, I think, mabye there's an easier way, just throw in the fucking fireworks within the hdr probebut you need to tell me MOAR about after effects animation
Start with tutorials
>>998518you cannot possibly be that retarded
>>998518yes, tutorials show you tricks and workflows>where would you start or you want to learn animationstep 1. figure out the workflow of importing a 3D object with textures and light into AEstep 2. the same except the object is animated in 3D
Houdini is fun and easy!Pick up a free apprentice version today:https://www.sidefx.com/download/
>>1000105Failed to process triangulation. See helpcard for possible causes.Don't see anything relevant in help, Tried remeshing and quad remeshing first and didn't help.Here's another problem- I want to project an image onto some vellum grains and have all my forces jumble those grains around, breaking apart the image and making the black grains get mixed up and lost. But I can't seem to get the Cd of these points to become independent of the projection- so the grains move around but the image continuously projects onto them in the same way. How can I bake the colors onto the specific grains so they stop doing that?What I'd really like to figure out is how to bake an image, have the simulation shuffle them around and end with them arranged into a different image
>>1000176you shouldn't need to do an attribute transfer at all. once the points have the attribute pre-simulation it should 'stick' through the simulation.if for some reason it doesn't, attribute transfer won't help. attribute transfer is proximity based.what you want is an attribute copy based on point numbers. i think in this scenario if you run it naively it'll work.ideally you want to keep track of points not based on point numbers, but based on id's just incase the point numbers get shuffled around (vellum will do this for primitive numbers all the time iirc) or if new points are spawned.usually this is done with an @id attribute and some schema to ensure that point numbers remain unique.however, you can't assign @id prior to a vellum simulation because the vellum solver needs its own @id attribute to keep track of this.i usually just use i@pt_id as a custom id attrib and then shuffle it around for idtopoint() lookups (that function only works for @id attributes.re:failed triangulation, i'd need to see the actual geo, but desu i'm going to be slammed during the week so i doubt i'll be able to help.for the image rearrangement thing, i'd have to think on it. again, i won't be able to really spend any time on it. but the idea would be this:1. precompute the second projection and store it as a point attribute2. maybe randomize point order and project based on that3. inside the vellum solver you can then use an attribute wrangle to just move towards this stored position. so if you've got a precomputed position stored as v@precompute you can just use a wrangle inside the solver and do something as simple as v@P = lerp(v@P, v@precompute, 0.05) and it'll move towards the position 5% per frame.
>>1000186oh also, you can just 'cheat' the rearrangement but just lerping @Cd. if you do it cleverly most people will never notice that you just blended from one colour to the other.
>>1000165nah
>>1000165lol
What is a good way to get into modeling Mecha? Any good recommended sources to look at?
Cool hobby idea! Try:"Check YouTube tutorials"
a
Tutorial Generation
>>993084>this is what no pussy does to japanese incels How can one draw this reference without getting bored to death? What are you, 12 years old to be into marvel mecha?
>>1000252It's just a bunch of straight lines
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?
>>1000224Just make your own. Chatgpt/Claude can write 90pc of it.
>>1000226>Chatgpt/Claude can write 90pc of it.With data about the new shitty marketplace that it doesn't have because it was trained in like 2022.
>>1000226>>1000233>chuds too stupid to write their own pluginsHeh.
>>1000233write 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 upworks for 3d assets and surfacesif you're just using blender/most renderers gpt/claude should be able to do it all for you
>>1000238calling out the stupidty of "AI" does not equal the inability to write your own plugin.
Pirate software address the godot controversy with research, facts, and sourceshttps://youtu.be/PTxyu_p1qkc
>>1000199>hrTroooooon trannt ywnbabbqgm
>>1000202Here sis, they are made in a bathtub
>>1000201When did I say that it was negative?It's positive for me because I don't have to get mixed with the filthy Godot community if I want to use that engine.
>>1000204Works out great for us to, now we don't have you tranny brained retards shitting up the place
>>1000215no, the lgbtq+ stays in your side anon
>that feeling when I try to create a new shader that I can do consistently in traditional media (pencil, pen, ink, paint) but is actually too complicated to create with traditional Blender 4.2
>>999565Stick to painting it
>>999565Not surprising at all. Painting is a different league.
>>999614subhumans who try anything other then procedural shading need to be fukking shot
look at my donut. i sold my old car and invested in a gayming computer with shitty RGB lights i can't turn off (tech illiterate)So... how much longer until i'm making looped WEBMs of furry porn and charging a thousand dollars per character commission?it gets better... right? i feel like a baby just learning to crawl.
Nice donut dude
>>996631Not OP but what should I start with?
>>999236learning anatomy
>>999236Start with hard surface basics. It's easier to understand than organic modeling. Once you get decent at that and have made a few guns, swords, robots, buildings, cars etc. then you can move into organic characters where you should then learn Anatomy like that other anon said. It's been a long ass time since I first learned hard surface so I can't recommend any courses but for anatomy I remember "Scott Eaton Artistic Anatomy for Digital Artists 2013" course to be what clicked for me if you can find it on torrent sites.
>>999236don't listen to these permabegs, they mad because bad
and how would you make her today?
here's what I'm thinking so far- there are several different models.- the resting hand closeup model is distinct from the main body (possibly)- the legs appear to have expanded (it's possible these are actually simulated muscles... Square Pictures had that ability, was used in Spirits Within)- The spine penetration shots may have been done by positioning a spine model to the side of her (it doesn't look natural really
>>998778Japanese studios liked softimage a lot.
The face is the part that seems the most difficult to pull off... the way it bubbles and the torn flesh expands and swells. It's so organic, is the thing.
This thread is a psyopEither OP's blind or doesn't know the fundamentals of 3D
>>998778>>998838The creature design is cool and I like the detail of the face splitting apart at the jawline but quite frankly the overall execution is dogshit. This looks shitty, like a DAZ model.
why cum this hapen?
>>1000081forgor to assign material to vertices?
>>1000122Bingo: the purple faces have a Material assigned but said Material is missing its image texture. OP, go into Shading mode and see if your textures are setup correctly, if images ARE pluggedin pay close attention to the file names
>>1000081yes
>>1000137>>1000122tank u
blender just won another competition, now there's no reason for you to not use it, if you're still using blender congrats you're a Chad, you have independent thought and not influenced by Maya bot opinion that forced you to give up on blender, and maya... only losers use maya
>>994586Doing porn as in actual porn or started making 3D porn?
>>994569>"A competition" is nothing compared to the dozens of academy awards given to the VFX industry that's using other programs that aren't Blender.kinda like how jews invented the nobel peace prize then only awarded it to other jews
>>999826Alfred Nobel was Jewish?
>>999822Making 3D porn. Was it not clear from this reply? >>994608
>>999829No, he was Swedish, anon has an inferiority complex
alright, just modeled thiswhat do i do?
le new antispam filters really stopped the 'eens, didn't it?
>>999949you should delete it and make something actually good, this looks ugly as fuck
give her a giant ass and do twerk+fart animation, nusoicaca will goon for weeks
>>1000041you got that wrong, their actual goals:. getting people to pay for passes. datamine email accounts from normies. fucking you over so they do any of the above
You could've made a gemerald with your unique talents, but you made jartycuck coal instead.
How hard is to make models lime these?
>>999862>How hard is to make models lime these?Cris has been trying to make models like these 15 years or so, he'll find the perfect workflow eventually.
>>1000042I got your moms ass to give hard slops to
>>1000089Who's Cris?
>>1000132That's me. I'am Cris, and I'm pwning chuds with my 10+ year experience.
>>999925racism is very much part of site culture here though