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File: Screenshot (320).png (445 KB, 1920x1080)
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everytime i try it doesent work and twistszig zaggely, instead of doing what those mug tutorials show where it creates a smoothhandle
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>>1031377ignore my lack of spaces, my keyboard is broken and im poor :(
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>>1031377
works4me
your mesh is fucked somehow
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You want to use a different interpolation mode. Use `blend surface` instead of `blend path` and it should just work.
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>>1031382
yes this worked thanks allot man
>>
have u tried using professional 3d modeling software?

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The very concept of UV unwrapping disgusts me. You're telling me, that the topology I meticulously worked on, now has to be split and splayed out on a 2D plane, where it only kinda-sorta retains its scaling?

Now I'm looking at a flayed human body, and I have to somehow paint its warped shape in a way that avoids unsightly seams, and screen space edges.

Then, if I realize I need to change the model's topology or the position of the UVs, then it becomes unaligned. So basically, the mesh has to be set in stone before I even begin working on UVs.

Why has nobody come up with a better solution already? No 3D texture space? No way to color vertices on a conceptually higher density than the actual mesh? That would probably be easiest. Just treat it like subdivision, but don't actually subdivide the mesh. Only increase the amount of imaginary points one is capable of coloring.

The thing that really annoys me, is that UV unwrapping seems to be the best that we have.
27 replies and 4 images omitted. Click here to view.
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If you can't UV unwrap like this on your first try just throw your GPU in the bin
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>'mark seams' (in an even remotely not-retarded way)
>'unwrap with minimal stretching'

Wow, that was sooooo hard.
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>>1031347
then why do most blender lowpoly artists create garbage?
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>>1028420
>What I seek, is perfection.
Procedural materials are the only perfect materials. Just use math to make shapes and stuff. Set coordinates using reference objects if you have to. Geometry nodes lets you add data to vertices, faces, etc. with named attributes. It's a lot of fun once you get the hang of it.
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>>1027767
you dont belong in the digital world im afraid

File: Screenshot (311).png (856 KB, 1920x1080)
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im wondering if this method is good, i dont wanna make them exactly the same, but im wondering howaccurate u could make them, im still new so unsure what the best method fo modelling is
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>>1031351
also decided to mess around, looks maybe overdesigned idk
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File: Screenshot (316).png (834 KB, 1920x1080)
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>>1031351
last spam, idk if i wanna change it more
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>>1031351
By extruding
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>>1031356
yes but the pivots and orientations tranforms r quite odd rn and i did this probs sub optimally
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>>1031351
>>1031352
>>1031353
All of these look fine, so there's no problem with whatever approach you're using.
It's Blender, so of course there are many ways to model such a thing.
You could simply start with a cube, scale it until it is long and thin, put some edge loops around it, select a ring of faces, extrude that, inset some faces, extrude them in a bit, and so on. I suspect this is what you did. It's the simplest and most intuitive method. Then set the rotation to the end which pivots, rotate until it is at the right angle and put it in place. Add an array, as you have done, and it's good to go.
A slightly more advanced workflow would be to use a load of modifiers. That's less destructive. You could use a boolean to cut the feet, so that they adjust to fit whatever angle you place them at. Or add a tiny bevel for realism (no real edge is totally sharp).
An even more complex approach is to use geometry nodes. This isn't actually much harder than using a stack of modifiers, although it can seem intimidating at first. Your workflow might be similar to the poly modelling approach of starting with a cube, scaling, extruding, etc. but instead of acting directly on the mesh, you add nodes for each operation. This is far more procedural, allowing you to change parameters on the fly.
Whichever method you use, you also need to make stylistic choices. Do you care if it is physically possible for the legs to fold neatly against the rest of the device? Do you want to show the mechanism which extends, retracts, and locks the legs in place? Is it meant to be realistic? What does that even mean to you? You might make a very 'realistic' model with plausible mechanical details, and then use a totally unrealistic shader to render it like a line drawing. It might be plausible in terms of its mechanics, but cartoonish in proportions. Or superficially 'realist' in style, but lacking in actual coherent logic to the design.

If I wanted to create industrial environments for games, like the Grid areas in Armored Core 6, should I go with traditional 3D software or something more CAD oriented like Plasticity?
7 replies omitted. Click here to view.
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>>1030847
>visual 3D
There you have it. Visual, which doesn't mean real-time.
You could use CAD and then retopo but that is just making an extra step. Learn subdivision modeling and you will have great results
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>>1030845
I downloaded a course awhile ago that covered stuff like this. He was using the procedural scattering feature in Clarisse to achieve this look, but unfortunately that software is abandonware. You can probably do something similar in Blender and then just bake the detail down onto low poly models
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>>1030938
what course and [spoiler]where does one download courses outside of cgpersia which only hosts on 20kb/s hosters
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>>1030846
you can make a metal strut in literally anything in 2 seconds bro wtf
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>>1030846
yes for OPs screenshot you would never need to leave maya/blender to make that. But I wouldn't discount cad completely for those who like to design crazy industrial/sci fi shit with bizarre booleans. Key word is design though.

File: file.png (748 KB, 1280x720)
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What are GOOD courses for 3D animation in Blender?
So far I only found Alive! by Pierrick Picaut. The rest suck fucking ass, but maybe I missed something
262 replies and 20 images omitted. Click here to view.
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watching alive course, after the squirrel part, the rest of the video is "using your feel and eyeball to make it look right", he teach you everything you need to know on the squirrel part, the rest is a good watch if you want some tips and trick
>>
>>1030995
Looks interesting! Do you have a torrent for it?
>>
What are some good courses on creating and animating 3d models for hentai porn? How many edge loops do labias need to squish properly?
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>>1031333
See the /aco/ thread or animenyan's discord for resources
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>>1031363
>the /aco/ thread
????????????

Anyone have or know where to get these STL files?
>>
Here is the website

https://leafgreensolutions.com/shop/hvacequipment/under-garage-door-seal-exhaust-smoke-laser-duct-shroud/

I just want the STL files

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.
34 replies and 5 images omitted. Click here to view.
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>>1024411
A free way to make your first model yourself is with Vroid Studio, you'll get an already rigged 3d model and not have to pay for some overpriced 2000$ rigger.
You can change the textures yourself and play with the settings but adding your own numbers beyond what the options show you.
>>
>>1024411
well maybe if you become my girlfriend i'll make a vtuber model for you
but you'd have to wear j-fashion / skirts and have hime cuts and twintails
sorry my standards are high

Of course i'd start working out too
>>
File: 1548295192240.jpg (254 KB, 745x749)
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>>1028300
oh and yeah i'll pay for the clothes/spa and salon
>>
>>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!!!

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?
>>
>>1031344
Ok you start
>>
not sure what site is good for file hosting these days but here's the flippednormals skin kit, hopefully it works
it's missing the zbrush installation video but it should be easy enough to figure out. they also work with Nomad since it's just image files

flippednormals.com/collections/tools/products/flippednormals-skin-kit
litter.catbox.moe/1d0cuakf55364q4j.zip
>>
No. Enough fucking "learning" threads. Post your fucking models.

File: mmuullttiibboobbss.png (325 KB, 603x732)
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How would you rig multiple breasts along the torso? With the spine twisting and bending. Especially the ones that are near the crotch, given how they will disappear when the model bends over (I also need to find how to make the belly bulge when doing that) or get buried in the pelvis when the torso rotates.
I tried a combination of Copy Rotation, Copy Location, but I'm a beginner.
I'm doing this in blender btw.
20 replies and 4 images omitted. Click here to view.
>>
>>1029525
Yeah in an ideal world breasts would be animated with a physics simulation but unfortunately we don't live in an ideal world and that is not always possible.
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>>1028160
Hot
>>
>>1028160
Teach me how to 3d model a pussy like that on an existing model please.
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>>1028365
hhhnnnnngggg
>>
>>1031053
step 1: get pussy in real life

File: timothy.jpg (109 KB, 335x578)
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today i have created this majestic creature in blender

his name is timothy

he is friendly (im not sure)
>>
File: derr.jpg (43 KB, 685x736)
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cool, i created this guy today, his name is armorman

File: IMG_20260104_013726.jpg (361 KB, 1934x1080)
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In his latest series for Blender 5.0, he teaches you how to make this mug.
But at some point in the video, he attempts to make the bottom of the mug, but fails to first apply the solidify modifier before using the extrude tool, which causes an indent to form on the inside at the bottom of the mug (pic related)
When he notices it, he quickly pans away the camera, and doesn't even address the problem, even though everyone who follows the video will end up with the same result.
This dude has been using blender for 22 years, but can't even model a mug.
52 replies and 4 images omitted. Click here to view.
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>>1027603
Find artists that create work that is similar to what you want to create. You then backwards engineer their workflow by looking at the tools they use. You can also ask them what their process is, and if they have paid/free tutorials. They will most likely answer as most people are happy to share their knowledge. You then study on your own. Do a bunch of very small experimental projects until you are confident you have acquired the skill and can implement it on bigger projects.
The hardest part is really just knowing what you want to make, and not just changing your mind half-way through the process of learning once the "illusion of magic" is gone.
>>
>>1028826
Ok then show me your tools and workflow. You are required to teach me.
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>>1024194
It's stupid to call idiot to a very experienced guy like Blender Guru, specially while still being a beginner.
>>
blender guru is a retard
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File: 1774004160446914.jpg (20 KB, 471x388)
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>>1024192
>This dude has been using blender for 22 years, but can't even model a mug.

What's the quickest way from retard to creator of this?
Wing3D?
81 replies and 20 images omitted. Click here to view.
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File: 1532062319724.jpg (46 KB, 720x480)
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I recently been interested in this art style not for nostalgia but because I want to make a game that reaches a wide audience by having low system requirement.
Can a game on this style run on a laptop with integrated graphics or what should I aim for?
>>
>>1031295
No, it is impossible for modern GPUs to run the visual quality from 30 years ago
>>
>>1031295
I remember playing a homebrew version of quake on the nintendo ds. I don't know what the modern standards are but if your hardware is better than the nds i think you're good
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>>1029649
>massage vertices
what?
>>
File: OP.jpg (67 KB, 1142x550)
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OP here it is almost exactly 1 year since I made this thread. I still haven't finished a single model. I'm trying to stick to around 256 triangles and 255x256 textures, like the 256fes challenge.

File: 2026-08-11_22-50-34.png (126 KB, 571x538)
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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.
>>
>>1031316
Don't extrude the faces, cut loops into both sides and build faces from that
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File: IMG_1322.png (650 KB, 1136x640)
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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?
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>>1031316
This isn't clear at all.

File: new workflow.png (461 KB, 800x800)
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It only took me 2 years to figure out how to take my 2023 pixel art workflow and turn it into HD anime renders.

Pretty happy with this.
5 replies and 2 images omitted. Click here to view.
>>
IT'S BEEN 3 FUCKING YEARS GET A NEW FUCKING JOKE
I JUST RETURNED TO THIS GODFORSAKEN SITE AND THIS SHIT IS THE FIRST THING I FUCKING SEE
FUCK OFF
>>
>>1029101
Sounds like you need my BWC to calm down. I'll stretch your bussy good.
>>
File: Slopjak_contacts.jpg (705 KB, 1299x1071)
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>>>1029101
>Sounds like you need my BWC to calm down. I'll stretch your bussy good.
>>
>>1025602
Whenever I think my art is bad and I'm about to cry I look at some of cris' work. It's therapeutic seeing my progression versus his
>>
File: 1764133954265699.jpg (92 KB, 1220x521)
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How many years has it been?

File: Screenshot_2.png (466 KB, 592x918)
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imagine beign this guy right now
45 replies and 3 images omitted. Click here to view.
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>>1027625
>I used to place hundreds of lights by hand
Does anyone have his portfolio?
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>>1027615
https://www.artstation.com/artwork/JbVxA
Kek he is a grifter and a faker.
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>>1031198
>https://www.artstation.com/artwork/JbVxA
get help
>>
>>1030960
This guy gets it. AI is good and bad at various things as it mostly depends on the data. If there is lots of data around for what you want to train, then your model will be very good at that task, but if you want your AI model to be superhuman in a task you need to have a task with verifiable reward, and 3D to some extent is that. You can have a picture of a thing, then picture of the same thing from multiple angles and then you make it generate the thing until all the photos from those angles match the model. Idk how it could do superhuman topology, but this method is how AI became so good at math and chess.
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>>1030970
I agree, I think a lot of people think that AI is a zero sum game and that every single ai asset is an asset that would have been made by a human, but to your point, if an indie dev or animator doesn't have the time to make a fire extinguisher, or the money to hire an indian to make a fire extinguisher, and has a style incongruous with all of the fire extinguishers on the Unreal store, they're either going to use ai or simply not add a fire extinguisher.


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