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File: Capture.png (269 KB, 486x313)
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For fellow anons interested in this stuff, ArcSys have collated all their presentations (in Japanese) on achieving their unique character style including skinning, rigging and rendering on this central “Academy” page.

https://www.arcsystemworks.jp/academy/
41 replies and 5 images omitted. Click here to view.
>>
>>1029801
https://www.youtube.com/watch?v=AZ_9ifeR518
>>
>>1029797
>>1030021
Oh I see. For the outlines, right? It's just about drawing the models twice to get the outlines. Once for the base model, once with a different vertex shader for the inverted hull.

If you don't want to do it in two passes you have to double the size of the mesh data, since you need to store both the original and the hull.

There are some alternatives (geometry shader or compute shader) but they have other tradeoffs and are more dev-intensive compared to the two-pass approach that just works out of the box.
>>
Lately I've been playing Another Code recollection, and while the game overall is ugly as sin, the way Ashley is rendered is really amazing. It's the best use of cell shading I've seen next to BotW.

And I looked up the game and discovered it was made by Arcsys. I need to know how this style is achieved...
>>
>>
>>1030778
It's just a texture with a rimlight

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Jita - She doesn’t wear a shirt because wearing shirts is weird where she lives. Only her head is "finished".
219 replies and 119 images omitted. Click here to view.
>>
>>1030054
Love the pose.
>>
These are amazing! How do you model like that
>>
>>1030296
just subdiv, sculpt and retopo of course!
you can also add a boolean and some hair particles if ya nasty
glad i could help.
>>
been lurking in and out since i don't even know how long, didn't you have threads in early 2025? Either way, awesome to see you make progress over time. I admire your art. Do you post anywhere else online?
>>
>>1030058
hair seems odd, like it's weighted to random bones

do you not want to use a bone chain with physics?

3d AI art is actually getting good....
41 replies and 9 images omitted. Click here to view.
>>
>>1030463
Looks like PSX human model made using photos, but somehow turned high poly
>>
>>1030474
the textures are trash yeah. you won't use them obv.
>>
>>1029955
https://x.com/Ten_24/status/2041913240385433987

this will be a mostly solved problem soon and will need very minor fixes in zbrush

only hope is that some chinks or epic buy the dataset and release the tool for free
>>
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alrgiht what are my options to fix the face in my slop. I don't want to retopo manually.
>>
>using AI to generate designs for you to figure out how to painstakingly model
retarded
>using AI to generate both design and model and then retopologizing/fixing it yourself
meh
>using AI to generate models from your own designs and then retopologizing/fixing it
getting there
>using AI to generate topology guides for models from your own designs
now you're talking
>sculpting the model yourself and using AI to retopologize it
not quite there yet but it's a-comin

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I've heard of people using it for small simple 3d games. What do you think of it overall as an engine?
93 replies and 8 images omitted. Click here to view.
>>
>>1030572
I just want a game engine where I could drop my 3d models without issue.
>>
>>1030667
I mean Godot lets you do that, it's been able to let you do that.
>>
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currently trying to figure out why my camera snaps to the grid perfectly fine horizontally, but sits between the grid vertically. really fucking annoying and i don't understand what's causing this.
>>
>>1030735
nevermind, i'm fucking retarded
>>
>>1026098
Low IQ kid thinks AAA lighting presets will make his trash palatable.

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Houdini 22 Edition

Houdini is fun and easy!
Pick up a free apprentice version today:
https://www.sidefx.com/download/

Previous: >>996209
>>
i'll be the first to say it:
i think 22 is a bit mid
the new ui is w/e. some of the new features it enables are cool, but it feels slow and shit.
idgaf about apex
vfx is dying and your answer is to put some useless neural cellular automata into houdi
think i'm just going to recompile axiom and release it for free fuck this world
>>
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>>1030676
Why?
The only people who make a living with Houdini are tutorial and course makers.
Teaching obsolete skills to obsolete artists!!
Demonic. Wretched. Kaliyuga.

is there a correct way to model with blender/maya?

i dont have a tablet and im watching videos that use concept arts then make a model on top of it either via
>making a shape and pulling it to conform the concept art
>making each verticees until it fills the concept art
>>
>>1030501
The corret way is the one that gets you results, so try the different alternatives and see which one you don't drop
>>
>>1030501
Some good keywords to research
>box modelling
>image planes
>>
>>1030508
Dumb non-answer. He should look up how pros model production ready assets and use that as a starting point. I suggest looking at how speedchar does it.

File: thick bitch.gif (1.01 MB, 600x600)
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This is my current skill as of July 2.

Small improvements over time, makes me closer to making fappable 3D anime girls.
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>>
>>1030356
His YouTube channel was stolen a year ago. The Cris larper is using it to troll
I can't believe you feel for it
>>
>>1030031
Looks AI generated
>>
>>1030356
>fanfiction
it's neither fan nor fiction
it's haterfacts
>>
>>1030154
Isn't his house still in the middle of being constructed? That construction is probably older than most posters here.
>>
>>1030693
he's still developing his house building workflow

Substance painter has a perpetual license on Steam in case anyone was interested. O_O
2 replies omitted. Click here to view.
>>
>>1030139
Seems to be 12.1 latest version, though bugs could be true but that's adobes handling of the software, not the perpetual license. Also substance designer has a perpetual license as well on Steam!
>>
>>1030144
>Could be true
People who had work on it know is true. Export option will not transfer material to the 3D file. Limited area of painting, live updater is a lie, adding materials requires old data file that no longer exists thus limiting yourself. Maya and other 3D programs may no longer support old plugin of Substance.
>>
>>1030131
pirating Adobe is officially sanction by the Vatican to be absolved from the "thou shall not steal" commandment
>>
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It limits you to whatever year you got it, and you can end up really envying the later years. That said 200 smackers for perpetuity is reasonable enough, I'm just being a Jew.

>Mfw my pirated version is 2024
>Mfw 2026 adds in some new ribbon path shit that does EXACTLY what I've fucking wanted all this time.
>I don't wanna go through the hassle of pirating it (Those you-know-who guys who run the Adobe piracy are chads of chad supermen for doing what they do) when I am about to upgrade my system in a month or two.

Think I'll just be a good goy and rent a subscription then pirate it in a few months. I might just shell out in 2027 if it offers something good just so that if the main pirates I use disappear I'm not up shit creek, and it honestly is a fantastic programa.
>>
>>1030728
>you-know-who guys
Indians?

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Ia this program as good as it looks? I want something like this for a standalone headset, but I don't feel like giving money to Adobe (piss be upon them).
6 replies omitted. Click here to view.
>>
>>1028830
>pirate it
how
I don't have access to cg peers
>>
>>1028854
Yes
>>
>>1028854
>>1030075
Clanker and my BWC in your hands
>>
use genp to steal adobe software.
>>
I just commented in the other thread, you're probably (surely) much better than my jank ass is and I quite like it.

>>1029043
What >>1030106 said. Just make sure it's the legit source.

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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
231 replies and 14 images omitted. Click here to view.
>>
>>1029925
I, uh, skimmed it
>>
>>1029926
it's 2 short sentences, jfc dude
>>
I ended up making animations like this after not studying a single course related to 3D animation. I don't illustrate or animate stuff outside of Blender. I just learned this crap through making new animations again and again.

If you want to do it then you've gotta fuckin do it
>>
>>1030136
That's just going from one standing pose to another.
I mean I guess if you're doing some vtuber moeblob stuff that's fine, but if you're making an actual videogame with running, jumping, attacking, acrobatics and so on you're gonna need a course
>>
>>1030136
VERY cute

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I don't really know anything about 3D graphics but I do have background in animation so I need someone to verify my opinion/observations,
and also show off your vfx work if you'd like.

Recently I've developed a habit of just analyzing the visual effects of the games I'm
playing, and I'm realizing and honestly surprised that so much of 3D visual effects is
really just putting 2D animations and textures on top of invisible 3D geometry (that may or may not be animated as well).
>There aren't 6 trillion particles to that create that swirl of dust during a powerful hit, it's a brief 2D animation on top of some double helix geometry.
>That smoke coming from a chimney is a 2D animation on some kind of billboard plane.
>That river of water or waterfall is - yet again - just some fancy noise projected on top of some invisible geometry
>etc...

The reason this is kind of a big deal to me is I used to really specialize in 2D visual effects.
Frame by frame using a ton of gradients, shapes, particles, lines, glow effects, blurs, flickers, textures, etc.. and doing all this shit by hand.
And so when I would try watching tutorials on how to make 3D visual effects, I realized that it's a VERY similar process that I used to do
with 2D. So much of that shit really is just getting down and dirty with your tool and having a bunch of tricks

Comment too long. Click here to view the full text.
>>
>>1027343
There's a Diablo 3 presentation, gdc I think, where they explain all the vfx mileage you can get from combining 2 scrolling textures in different ways, well worth a watch
>>
>>1027343
i (a retard) would agree that yeah thats like 85% of 3d effects. but the last 15% is custom shader code and geometry node shennanigans. so it depends on how ambitious you are and how limited you are willing to be
>>
>>1027354
https://www.youtube.com/watch?v=YPy2hytwDLM

The video was unlisted but thankfully google's ai is a better search engine than youtube's search
>>
It all happens on a 2d plane anyway. Its just shortcuts for people who can't draw or paint.
I'm unironically back on photoshop 5.0, corel draw 8 and kais power tools because the abstraction of rendering is FUCKING MEANINGLESS THERE ARE NO 3D IMAGES ON A SCREEN THEY ARE NOT 3D IMAGES. So the only thing left are logic for rendering and ui. Fidelity just means suspension of disbelief is not broken. Vfx are just drawing on the fell of a film. It's not magic and its only occasionally art.

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Can we have a productive thread to discuss how to use AI to improve our 3D workflows and become faster and produce professional results, rather than trying to cry about some imaginary 4chan anti AI versus pro AI debate?
5 replies omitted. Click here to view.
>>
>>1029757
Why are you like this, Chris?
>>
Are there any good workflows to create generate low poly meshes out of crudely drawn reference sheets yet?
I'm trying to make anthropomorphic Nintendo 64 style character models and it would be so much easier if I could just draw a basic head shape in MS paint, put it into an AI and have that generate me a mesh which I can put in Blender and edit to my liking.
I've tried this with multiple frontier LLM's (putting in an image, then instructing it to generate a python script that I can use to spawn it into Blender) but they all either get the shape completely wrong or have dogshit topology to the point where it's better to just make it myself from scratch.
The struggle of being a 3D noob is real.
>>
>>1029757
sometimes I use it as a base to sculpt from, as a way to iterate ideas on a flat sketch, or to create textures I don't have the funds or skill to have made.
>>
What Comfy setups are you using to run your ZBrush sculpts through for meshing?
>>
>>1030611
why would use it for N64 style shit? it's literally all in texture. Ai can't rig or animate for shit.

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all that knowledge and skill you need to accumulate, just to get pennies on the dollar? WTF?
51 replies and 7 images omitted. Click here to view.
>>
>>1027794
I don't really believe the fearmongering of outsourcing in gamedev and 3d industry. It's still mostly a white man's career. I look at sketch fab all the time and a lot of uploaders are from Italy, France and Eastern Europe. Third worlders aren't your problem, nor you have any at all.
>>
>>1022522
It's always been exploitative like that.
There are just more people doing it, making it even worse.
>>
>>1027794
>I got nothing against immigrants
You better start becoming a bit more racist anon. Just wait until all those "immigrants" take over the HR hiring space. You'll never get your foot in the door.
>I got nothing against immigrants
Literal empathetic suicide
>>
>>1022284
>12% make 100K+
>19% make 80k+
>31% make 60k+
>49% make 40k+
assuming they're not counting income from other jobs this is actually not bad. Just like playing roulette I have a nearly 50/50 shot of making more than my minimum wage job. BET IT ALL ANONS GO FOR IT HAVE FUN GRIND AND HUSTLE THAT ART CAREER
>>
you guys have JOBS? HOW?

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Im working on developing some games in my spare time and I’d really like to target the fidelity of ps2-ps3 style games, mostly for stylistic purposes (but also because I’m solo and don’t have the time and resources to make too many high poly things)

Specifically, I’m really interested in how characters like pic related were modeled and textured to look semi-realistic and expressive (especially textures because I’m still terrible with them)

Feel free to post low-poly or just your favorite models/textures from the games of the good old era of games
179 replies and 41 images omitted. Click here to view.
>>
>>1028138
>>1028147
Current engines hate smooth alpha transparency though, so nowadays I mostly do textures with cutoff alpha
>>
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how does a topo so bad even animate? It's really impressive they went from DMC1 to haunting ground. light years.
>>
>>1030270
The actual topo isn't bad, here the conversion to quads' just been botched
>>
>>1030270
all ripped models have to be (almost) completely retopo'd because the algo can't tell what actually used to be a quad
>>
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>>995238
>>995252
Satanic black magic. Sick shit.

File: addon.png (406 KB, 887x996)
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>you need addons for blender to be functional as 3ds max meme is real
that'll be 10 dollars :)
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>>
>>1030450
Incorrect. I did exactly that and every single day I wanted to ditch Max because each new version would introduce 5 million fucked up things that will never, ever get patched or solved until they force you to pay/pirate the next version.
I have so many horror stories, I will never go back to that dogshit program, especially when I can get actually useful addons like Gizmo Pro and not deal with barely functional script gobbledygook in Max.
>>
>>1029682
>paying for GPL licensed addons
its over for you
>>
>>1030466
why not just use crocotile
>>
>>1029682
Oh no, my modular system is modular! Oh the calamity!.

Most of the good addons are free.
Everything else can be pirated or vibe coded.
>>
>>1030466
https://anvilleveldesign.com/ pretty good level design add on for blender

https://www.youtube.com/watch?v=lVLgxk4NhJ4 watch this video to see if that's something you are looking for


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