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File: 20261015_200838.jpg (72 KB, 761x694)
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how bout we have an anthro thread (without making the janny leak please)? i've sculpted this possum lass recently
35 replies and 15 images omitted. Click here to view.
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>>1034270
You do not truly understand the fluff
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>>1034270 >>1034276
That what I suggest:>>1034078
Retopo the silhouette, bake the normals on the rest.
>>
man getting the shapes right for these is hard. i just started some practice today to try and sculpt a blaziken for the hell of it and it came out terrible, i got a lot of work left before it comes out good
do any of you sketch out these characters in advance or try to draw them to figure out how they work? i should probably start doing that before i try and wrangle blender to get it right
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>>1034260
Arms improvements
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>>1034320
Pic related

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new to 3d modeling
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>>1034309
i guess it is just really small but my question is why is it so small? even when i use uv squares it is fucking small
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>>1034310
hard to say because i dont know how you unwrapped it, but my guess is a few things
>you didnt add seams so the auto-unwrapper did something fucky
>you didnt unwrap THEN mirror your bilaterally symmetrical model, so you everything is half the size it could be if the mirrored UVs were overlapping
>you used a margin that was too big
>you unwrapped the leg as some kind of flat shape instead of a tube for some reason so everything is blobby and fits together badly
>you didnt just rescale shit as you went
>>
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>>1034312
>you didnt just rescale shit as you went
am i supposed to unwrap one by one?
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>>1034309
>Why is it so small
If you mean the texture, just use a bigger resolution
If you mean the UVs just scale them after unwrapping
As I seen in your picture your unwrapping job is extremely dirty as well, try to unwrap so your UVs don't overlap. You are also using a mirror modifier so keep in mind that your mirror UV represents both sides.

Also this is a question for the question thread id say but whatever.

File: 3D Max.png (2 KB, 225x225)
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Reminder: Subscriptions SUCK!

Have a 3Ds Max/Maya question? recently started a project? Or simply want to complain about Maya crashing?

Previous thread: >>
207 replies and 57 images omitted. Click here to view.
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>>1031776
yeah using torrents before crypto was one thing, but it's a different age where they will either be stealing ur accounts and if u don't have any will being mining shitcoins on ur hardware
>>
>>1029620
jojojojojojojojojojo
>>
What was your first learning resource?
>>
>>993096
longshot but there used to be a really good maya tutorial on adding boob physics that was actually uploaded on pornhub and it was also posted here, but i can't fucking find it anymore... anyone know what i'm talking about?
>>
i've never seen proper explanation of 3ds max in youtube that teach spline and basic command, fundamental of software itself. all i see is crappy how to model x tutorials. besides entire 3dsmax community is dead as fuck. literally no one give a shit to this software anymore.

https://youtu.be/lwrZUepZ7zA?si=yOsltjgsyy7ncJF1

File: Dreaming-of-You-07.jpg (845 KB, 2048x1365)
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If I want to model objects like these, what software would you use? Blender sculpting?
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>>1034015
wings3d
>>
when your computer is so hot your models melt
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>>1034015
just realized this thread is 8 days old but fuck it I'll give a serious reply. yeah blender's sculpting is more than enough for that kind of look, pic related, quick try of it myself
just a beveled cube for the base, a cube extruded into a rough handle shape and then subdivided for the handle, then a cylinder with an inner extrusion pushed in. after that I joined them into one object, remeshed, used mesh filter set to smooth, then just went over it with a grab brush for some wonkiness, a bit of the inflate and blob brush
would recommend dropping an armature into the scene so you can get a sense of scale, helps the lights work properly too otherwise you'll have to set them to crazy values and it'll look odd
hope that helps, if you're still here

You don't need to be AAA.
You only need to have a soul.
3 replies omitted. Click here to view.
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>>1034039
try to talk about Israel on the west and see how much "freedom" you have.
>>
>>1034032
bbut i thought i needed to spend $10000 on a 1 week license for Autodesk Maya™ to be successful in the industree!!!
>>
>>1034032
You only need to cut the superfluous shit
80% of entertainment budgets is leftist consultants these days and I'm not joking
>>
>chinamen
>soul
>>
>>1034032
mogz my first sculpt, anyway where is int beg ic like posting thread?
https://litter.catbox.moe/b3l9gl.png
https://litter.catbox.moe/umjm60.obj

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.
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>>1034148
Well you are doing hand painted textures.
That is just drawing after all. Maybe try to understand at least some art principles and learn to do clean lines etc, we have good resources over at /ic/.

And you saying "I don't know anything" is not true, what you have been doing on your model is obviously texturing already. Just not that clean. So that is where I would pay the most attention to. I would assume you cant get the lines clean because the texture file you work on has too small of a resolution. That or you are lazy. I can't judge that.

If it's not the latter maybe try drawing on a higher res. The lines will always get pixelated if the resolution is too small.

Also what you have done is very one dimensional.
You have one shadow tone for the character.

Try to work in other things in your shader, subsurface scattering, ambient occlusion, add some blush and stuff to the cheeks, rimlight and so on the possibilites are endless.

And definitly do not do the lineart per hand it looks gross.


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>>1034150
I will check back in someday with a more basic model but temper your expectations.
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>>1034152
All good brother it's a learning experience.

Try not to be too negative about yourself if possible. I know it's hard but you will produce better results if you don't hate everything you touch.
>>
>>1033436
It doesn't matter, it's obviously a practice model
>>
>>1031853
you're trying to make characters but you're autistic

being autistic means completely failing to read emotions

therefore you can't make an inspiring character until you study and learn how to fake emotions

it wiil help you in life too

File: 1778943424675875.png (351 KB, 600x600)
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AI doing better job than me for animating and modelling.

Its really over. Im outta job.
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>>1034137
>AI never solved any large field.
In 10 years from now, do you think we'll see more human employment or less human employment? Would major companies like Disney or Microsoft seriously prefer to have more human workers in 2036 compared to 2026?
You can't give a honest answer if AI didn't "solve any large field". Unemployment will only skyrocket because anything a human use to do, AI does it far better now.

>The math AI has solved is mostly niche, and with few exceptions, is messier than what practically any mathematician puts out.
OpenAI literally published 700 math solutions that Math professors and students spent their entire lives on. Their jobs are useless.
That's not "niche".
>>
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>>1034139
Can't wait to get laughed at by younger people in 20-30 years when I still insist on doing art per hand in the society of slop
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>>1034140
What's stopping a robot from matching your art in 20 to 30 years?
Because you better not say "digital". Many people are fooled already by ai images.

Your only hope is going traditional but robots today can already hold a paintbrush or a chisel.
In 20 years, anything you draw or model can be matched by a robot. So where's the slop now?
>>
>>1034143
it won't even take 20 years, humans are terrible at judging exponentials
robot arms will do it in under 5 years
art is over, time to move on
>>
the thing i've come to realise is that ai is now better at photorealism and 'stylised' (aka emulating traditional 2d) rendering than /3/
so what is left for /3/ other than to embrace /3/?
/3/ can only ever be the best at /3/

File: 1790750119868.mp4 (548 KB, 1280x720)
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Anyone here tried using DFF for animations?
There was a talk yesterday about this technique, though it seems everyone is doing it slightly differently.
https://www.youtube.com/watch?v=WvJKzSva5Xc

In the video he describes using raycasts to partially hide the geometry based on a curve. Pic uses a greasepencil object to do the same thing.
3 replies and 1 image omitted. Click here to view.
>>
this is for porn right
>>
>>1033126
No, porn mouth rigs are laser targeted for wrapping around something, not crazy looney tunes expressions
>>
>>1033125
Thank you
>>
>>1033126
is eyeballtank involved?
>>
>>1033127
How about both?

Is it a good idea to just make one base humanoid model and use that if you want to create multiple characters?
18 replies and 1 image omitted. Click here to view.
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>>1032065
Just finish it and pose it, nothing horribly wrong there
>>
>>1032152
...or you can just use soft selection/proportional editing and sculpt brushes to have control over it. You don't necessarily need subdivision to do stuff.

I say that as someone that almost exclusively does subdivision modelling.
>>
>>1032065
arms too short torso too long.
>>
Why are you monkeys polymodelling organic characters? You're supposed to sculpt
https://www.youtube.com/watch?v=TMRCNlcXOyQ
>>
>>1034162
show us your sculpt

I'd still consider myself a beginner, even though I've been modeling for about a year. I wanted to ask for tips on modeling "vag" and "pen". More specifically, what's considered good topology for them without adding unnecessary mesh density?

I have a decent understanding of topology in general, but I have no experience with "vag" or "pen" topology, so I'd really appreciate any guidance, topology references, or learning resources. If anyone knows good tutorials or can point me toward resources for creating models intended for NSFW animation, I'd love to learn.

Any advice is greatly appreciated. Thanks!
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>>1034113
>kabalmystic_(modeler)
This guy is responsible for so much garbage spam it is insane
>>
>>1034125
the less you engage with it the less it gets posted, use your muted words and blacklists that gets 99% of KM off the internet and out of mind
>>
>>1030954
My advice, retopologize an existing model to match your workflow.
>>
>>1034130
How's it worked for you? What do your models look like?
>>
>>1034138
I simply can't show you the cunt, not here on the blueboard, but I can show you my base mesh here: >>1033962

it depends on the type of cunt you use (rigged or morphed).

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>>1016792
some old proggy for new bread
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>>1034024
the eyes are a no go
>>1034025
i should really learn how to sculpt. Having extra details is really nice.
>>
File: file.png (438 KB, 1768x940)
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prog
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>>1034047
front, profile screenshot?
The shape looks too square in the back, nose and eyes are a bit high
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>>1034054
I tweaked it a lil bit but its the best i could do for the nose. Since doing her full mouth open would intersect with it.
For the back its quite square-ish for now. i think i might change the topology or maybe do multires sculpting when i figure it out for details because of anons paintover.>>1034024 >>1034025
>>
>>1034030
You don't really need to sculpt tho you can do those details with either triangles via beveling and rip vert, or use more advanced topology (or you can just details it trough texturing )

File: images.jpg (28 KB, 634x360)
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Similar to /ic/'s /dbag/ thread, should we have one for /3/? For courses, addons and whatever else. I know us 3D freaks can be hoarders.
Thought popped into my head after seeing the Godot & unity shader bibles, but $50 in this economy is a joke. Similar stuff maybe could go in a tech art general if there's any others here?
7 replies and 2 images omitted. Click here to view.
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>>1033943
No, do it the hard way with photo editing and specific tool that codes the hight and width to allow rendering engines to understand what to do.
>>
>>1033943
bump, this would be super useful
>>
>>1031344
BoneSculpt Pro seems really nice, would link to it but 4chan seems to be in retard mode
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>>1034052
Animatica Marionette seems similar, cool too
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>>1033943
ucu paint lets you draw normal maps

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*teaches you nothing*
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>>1032970
That's true for everything in life thoughbeit. Having your own business and selling directly to consumers is how you make real money
>>
>>1033150
Hes right, Luddites on suicide watch
>>
File: 20261027_1308481.png (174 KB, 602x226)
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>jumps on the NFT train
>jumps on the AI train

LM FUCKING AO
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>>1034031
>>he jumps on the money train
sucks to be you, thinking courses will help you.
he sells shovels just like the rest of them.
imagine wanting to work in the industry where woke managers are more respected and more valuable than the talent.
>>
it only good for leran basic process and memorize shortcut and explore blender it self.

watching tons of tutorial didn't work for me
what i actually have to do is thinking about what to model then keep shitting over and over again. after that, make something something

File: Crossguard2.png (1.05 MB, 1080x1920)
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need tips and feedback
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>>1033932
im not that good for characters or rigging
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>>1033933
Grab a mannequin
>>
>>1033930
congrats, you were really good at clicking that sketchfab download button
>>
>>1033930
can't tell if it's good
does it do a lot of damage?
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>>1034026
ofc, it's a zweinhander more hand, more damage

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>>1033916
>I'm not arguing that there's no people uploading curated 3d models, I'm using data to argue that there's no real market for it.
It's just one market or example.
If someone cared about higher sales or better performance, then bespoke AI Artists are absolutely doing ok.
Such as the AI Artist who was hired to work on a heavy metal band cover.
Again, if "anyone could just do it" then go submit your resume to band, tell them you can "type a prompt" and see what their reaction is or how much they would pay you.

>My point is ai doesn't have intrinsic value and ai is not a tool, is not designed for that, it doesn't help you with your art, it does it for you.
Anything that saves money and time absolutely has value.
Why did the car beat the horse despite Cars being more complicated and expensive?
Because a car could drive you anywhere around the country whereas the Horse needed sleep and food to continue.
It was an effective tradeoff for a superior mode of transport.

AI is the same thing. It's absolutely a tool because you have to have an eye for cleaning up mistakes, picking images or models that look pleasing, adapting to fast turn around times from customers and so forth.


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>>1033488
update
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>>1034017
Total shit.
>>
>>1033920
>Anything that saves money and time absolutely has value
You certainly have missed the point entirely, a 3d model doesn't have intrinsic value if you can produce a simil of it in a minute for 2.99, what you are arguing about is "3d ai generating tools" and not the 3d model itself, you like to conflict both because your argument doesn't work otherwise. If everyone has a tool that can generate hundreds of 3d models based on hundreds of generated ai concepts, the value of those is basically the tokens that took you to generate, hence you can only charge for the button press and that's basically your aggregate value.
>yet why are photographers still being hired for events like school graduations or weddings?
Again, what are you discussing about? If that's the case then your artisan chair example doesn't make sense, if you conflict the artisan out of a job with ai generation saying that the market chooses IKEA, then you are giving me the "artisanal" photography as a refutal of what? You are literally refuting your own point.
>>
>>1034017
Follow the reference anon


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