Previous thread : >>1019271Discuss and post anime styles in 3d. From figures to celshaded models, etc.Recommend Youtube Channel :https://www.youtube.com/@user-sy9do4tr4hhttps://www.youtube.com/@yuucg5187https://www.youtube.com/@mmcganimetichttps://www.youtube.com/@fusako3dhttps://www.youtube.com/@sulbi03https://www.youtube.com/@Neogools_3D_Trainninghttps://www.youtube.com/@Uzuki_Rihahttps://www.youtube.com/@chichaarthttps://www.youtube.com/@MrZingyGuyhttps://www.youtube.com/@pachiko_blenderhttps://www.youtube.com/@ShionMgrComment too long. Click here to view the full text.
>>1028319Yeah, choose a random tut and follow it until you get unhappy about them or your work, then it helps you find another explanation to refine that and so on
>>1028319For figurines you learn zbrush
>>1028319Pirate a course if you can't think for yourself
Okay let's have this talk.How do you guys do your jiggling.Physics or Rigging approach?I feel like the physics approach feels more realistic but also somewhat restrained? You can not fine-tune the look to how you want it to be.This might just be a skill issue as well.When I look at popular gacha-games and their models they appear to be using a bone based approach at least.What do you think is the more elegant/better looking way?
>>1028356simple rig + shape keys for specific poseswiggle bones will do 99% of the work
Previous thread: >>997798
>>1026271
>>1026272
>>1026273
New thread: >>1026280
Making a modern, GPU-accelerated version of POV-Ray could be pretty cool. Maybe it would be possible to explore some of those scenes in real-time.
bros, I had a perfect idea for a blender addon.Basically, you import a grease pencil mesh or a grid topology, and then you project it into 4 ortho silloethes.It's like an UV operation, but what you input in reality is just 4 svg that are projected into ortho views and 2 diagonals.Then a spherical grid of vertex is projected using the reference views points.
>>1028341What's the use case?
What's the quickest way from retard to creator of this?Wing3D?
>>1017517>cut on sides>unwrapHow? it ignores overlapping detail and would create stretching in areas that protrude perpendicular to the silhouette, it's not even really better for the time, it was only done that way so that texturing would be easy due to the limited knowledgebase and tools.
>>1026118we he did say "for 2d artists", which is probably true, since they're just drawing regular 2d pictures. problem for something like quake 1 is that there weren't any 3d artists yet. most 3d games up until then had 3d models which were mostly vertex coloured with some small textures placed where necessary. whole-model texturing was still quite new, at least for video games
>>1026120>weren't any 3d artists yet-- or rather, if you were proficient in 3D texture work, you were probably working at a visual effects studio rather than a video game studio in ~1995
This is a little different, but what are the best examples of visual effects on the psx to copy?
>>1017490Sculpt it then just slide the tri count down
WHY BLENDER ALWAYS UPDATING EVERY FUCKING WEEK ? I STILL USE 2.8 FOR FUCK SAKE
New versions crash when I enter Material or Render mode. 4.X and beyond all do this.
>>1027556Gimp was never meant to be good anyway. It's principal objective was to make it easier to develop a linux GUI toolkit.And as it turns out, Gtk is also shit.Linux is also shit too desu. It's a whole package.
>>1028043Software development is always like that anon, incremental small improvements do matter. Plus they seem to be working on improving the code so they can build more important features in the future without breaking shit.Software development is just that messy
>>1028234Honestly open source as a whole feels a lot like people half-assing shit, or people who think they can do better making some knockoff that isn't at all comparable to the original because they lack a fundamental understanding of what and why people use it for. And then act superior about it.Had a lead dev on GIMP seriously ask "What's a non-destructive workflow? Why would anyone need that?"Like they make something as obtuse as possible because it's how their autistic brain works and they know fuck-all about UX. Then when someone says it's shit, they don't understand why.>>1028278Obviously small parts add up to a larger whole, and there have been big features added, but you're not missing much by not swapping to the newest thing. At most, aside from the big shit like GN or renderer changes, you really are missing small things that make tasks slightly easier.I still use the newer versions since I find they perform better, but I'm still wishing they bring back the game engine or some kind of "interactable" mode that I can record to keyframes.
>>1027148>rock solid and feature packedJust like me.
blender bros on suicide watch
>>1028219What?
itsover
>>1028055now they might just be able to fix the multires modifier after 2 fucking decades
>>1028311What's wrong with the multires modifier?I have used it plenty of times with no issues.
>>1028317last 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
Like all great projects, you leave it behind for a while... 5 years might be a little too long, time to get back on the saddle and work on it.For those that were in the loop back in the day, this is a revival effort to bring /3/ back to the cup and even though /3/'s history in the 4CC isn't necessarily stellar, it's always a work in progress. Things have changed since the last time the team played an official match, Konami stopped making games and we've been reusing older games with mixed success, however there are tools to have the same model quality as the newer versions of Pro Evolution Soccer before the series ceased production by converting them to the older games. For those that don't even know what this is all about, the 4CC is an inter-board competition where /3/ used to compete from 2012-2015 with a revival that went from 2018-2021, the team has fallen inactive since then but if there's enough interest ITT the team will return to competition with me and my co-manager Wyvern at the helm. There are 4 cups per year named after each season featuring the Elite and Babby divisions, the second division is the entry point for new/reviving teams and with the Spring Babby Cup coming up, team registration has opened and the time is now to revive /3/.Let's go fire up Blender one more time and kick a ball around, hopefully we don't lose too badly. For more info see https://implyingrigged.info/wiki//3/
>>1028260had*
Writing this as a reminder for myself, if /3/ wins against /g/ Ill draw Satania getting FUCKED
>>1028328Fingers crossed!
>>1028328What happens if it ends up the other way around? Nothing?
>>1028332I don't know
Previous: >>1021529DLSS EditionSomeone needs to leak that build
>>1028271also >>>/tg/ and >>>/diy/ have dedicated /3dpg/ threads, /tg/ is mostly about 3d scans and the machines.
>>1028283Thanks. Mainly I'm aiming to make small custom parts for my Gundam kits. So, lots of symmetrical flat surfaces and the like, where the biggest challenges are light greebling and putting pegs and holes in the right places. Not really moving parts like joints.
>>1028206select both and merge by distance?>>1028208split them in half/ make a loop across each one and then repeat the previous point. it beats me why youd want to do that with planes tho
>>1028269You're right. I guess the layers are for cycles only. Do you know how to get diffuse colors pass when using diffuse bsdf with shader to rgb?
>>1028325>I guess the layers are for cycles onlyNo, the layers are for the cryptomatte node, no matter the renderer. It's just that you can't really make intuitive sense of them in their raw form, which you don't need to since the node is here for that purpose.Shader to rgb will flatten your layers as far as render passes are concerned, so you can't access layers further up the tree from the node that way unless you also have a path that links them to output outside of that node.
>no parametric modeling threadsWhat is this? Just an artcvck board?
>>1028274>Screenshot of CEO toy program.Are you industry larpers branching off into other fields now? Do some research before you post ffs.I've done some shit in OpenSCAD and geometry nodes if anyone's interested.
>>1028274is this car underbody ?moving via skid?
>>1028282Too scared to pirate NX? Fear being a John Doe defendant to a $150k+ federal suit?Learn how your firewall works faggot, or install it in Qubes OS.Also never share .prt files, each licensed instance signs its changes to the file like a CA trust chain, and legit instances will see an invalid out of chain key signature and signal to Siemens.
Does anyone use Blender to sculpt? After years of avoiding it while working on models and making very poor anatomy, I finally decided to give it a try. When it comes to quality, would it make too much of a difference if I used a tablet or drawing tablet instead of a mouse and keyboard? Is that only for comfort, or can it improve my work?
>>1028303>Anons use sculptYes, but mostly for cloth>Tablets make a differenceYes, it makes a big difference>Only comfort?It's not only much more comfortable, but also improves the speed and quality of your sculpts.
>>1028303>Does anyone use Blender to sculpt?me, but it feels extremely clumsy and unintuitive and never does what i want. i find it easier to just use proportional editing and shape things manually >When it comes to quality, would it make too much of a difference if I used a tablet or drawing tablet instead of a mouse and keyboard? i use a mouse and keyboard and everything i make is shit
>>1028303Yes, for work. Despite it being less efficient than Zbrush, it gets the job done.
Chatgpt told me I should start learning with the course "CG Cookie - Fundamentals of Animation in Blender" and then I should take up on "Alive! By P2Design"Is this kino advice or not? I do not care to create my own models, that's extremely hard to do and I don't want that anyway. I want to create futa animations I think
>>1028142How can advice be "kino"?
>>1028142One thing I'd add is that, before you start whatever tutorial course you settle on, it might be helpful to watch a broad explainer video on YouTube, just to give yourself a preview of the concepts you'll be studying. That way you have a rough framework to fit the tutorial's lessons into, and how the concepts relate to each other. Something like this stuff:https://www.youtube.com/watch?v=v71G6TCw_0Mhttps://www.youtube.com/watch?v=QqBxR1QuemQBeyond that, don't obsess about specifics at this point. Do a brief, broad overview to vibe with the material, then tackle a proper tutorial course. The refinement stage of "How do I do X?" comes after you have the basics down.And best of luck with fluid physics once you get there, because cumshots are crap in 3D. Only the blowjob fanatics ever seem to model the viscosity right.
Ok I followed tutorial and learned how to do this.
>>1028142I have both those courses downloaded if you want the files OP
>>1028294Okay, I would like the cg cookie one please
home...
>>1022283most of the games on atf are pretty shit and amateurish desu. dare i say even cris' work looks better.but this game however, stands out for being artistically and aesthetically great for a solo dev as far as /3/ is concerned, even tho it is technically unfinished. cant show much of the game here tho. the op is a subtle bait.
>>1017727link to gaym?
>>1022283Unteralterbach has been making the rounds on tiktok with zoomer artists making their own OCs
>>1017727so, atf is kill soon. where can i get updates for the gaym?
>>1017736Dear godhttps://git.allthefallen.moe/Zelu/hummingbird
Which chip do I choose for 3D work, what do you recommend among these options:1. Apple M5 Pro (18-core CPU, 20-core GPU)2. Apple M5 Max (18-core CPU, 40-core GPU)Both of them are going into a 14.2" MacBook Pro, not the 16.2", not into a Mac mini / Mac Studio either.I'm not pro-level, and I'm using Blender, but I might try some other software if need arises in the future.
>>1026990It all depends on the scenesetup. My 10 years old laptop can render eevee scenes fine. You don't need to trace all the rays or whatever, eevee will do.
>>1026881can't you just use something... decent?
>>1027430Like what
>>1028247AMD/Intel
>>1026881None.Apple sucks.Get latest workstation thinkpad and install Qubes OS.Max out RAM, make CPU choice mid-line or better.
Should I try to make a comic in blender and then seek an IRL local publisher for it?
>>1027543Stupid question thread's over there >>1025537
>>1027543Wow, what a great question definitely deserves its own thread. I don't know the answer, but I'll give you a bump to make sure your thread stays alive. I hope some other anon with the wisdom you seek stumbles across your thread.
>>1027543you're going to die, might as well make the comic
Why not just post your comics on twitter or pixiv?
How did they make her cheeks squish like that without using too many joints in the buttocks area? As you can see, no physics engine is at work. It's just animation.https://strawpoll.com/GeZAR63w8yV
>>1028123kek, this shit down not look good at all
>>1028140Are you gay, son?
>>1028140It looks flabby and disgusting. Must have been some fetish animator at Omega Force who got away with it.
>>1028113It's an illusion. The checks are not squishing. When the leg.moves back part of the buttock passes through the thigh. The animation is fast and your eyes are expecting a butt squish. So you see one.
>>1028176Not at all. The cheeks are squishing like hell. You're blind.If you play the game, you can also tell this, because Zelda is the only one with such a flabby butt. All other characters look vastly different back there.