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File: Plasticity_logo.webp.png (89 KB, 315x317)
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so has ANY of you fucks actually used this for something?
what's your experience with it been like so far ?
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>>
>WOW, THAT IS COOL!
>cool huh? that's a feature of the STUDIO version! pretty rad, right?
>.. eh yea- HEY THAT'S AWESOME!
>that? oh yeah, also only available in the STUDIO version!
>...whatev.. WAIT IT CAN DO THAT SHIT TOO???
>hey of course! just get the studio version if you want that feature!
>let me guess.. that shit is also only possible in th-
>yeah, the STUDIOOO VERSIOOOONN!!

Fuck this.
Enshittification right out the gates.
>>
>>1028467
pretty much
whenever I see a feature showcased i instantly assume it's for the expensive version
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>>1028467
>>1030158
aaaand it's cracked
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>>1030276
nice, they already cracked the 25 version but it was a bit weird and hasn't been updated in a while
>>
>>1023693
no I haven't
there has been no experience with it for me

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>you need addons for blender to be functional as 3ds max meme is real
that'll be 10 dollars :)
3 replies omitted. Click here to view.
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>>1029700
>100+ different ways
and that's why it's retarded software
>>
>>1029709
Thate's how it is with all software, simpleton-kun
>>
>>1029710
Nope.
>>
>>1029710
different methods can be used in different use cases
>>
>>1029682
you don't understand open source software
>you need all these plugins for your browser to be useful
uh, actually they just improve a thing that already works
3dsmax doesn't get cool plugins like super cum simulator because it's closed source, and if it does then your argument falls apart
because i like plugins
>that'll be 10 dollars
plugins are free for me, it's open source
>I'm angry
I don't even feel motivated to draw you as a wojak

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Is even possible to create these pictures using 3D in blender?
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>>1012383
>>1012384
actually the advantage of 3d is you can use a third axis for depth
most 2d animation these days also uses rigs with the same bones and they just have the computer do the tweening
they do still draw stuff for some shots but that costs more than posing and keying, basically your big fights and some perspective shots will be drawn
and there are things like backgrounds and props, which have to be made for each shot but also have 2d (or 3d) rigs
then lip flaps, hand poses, viewing angles etc. are also part of the rig
>you can find some 2d rigs online for shows that ended a decade ago but they're mostly for adobe programs they stopped supporting
if animation software was free and good then everyone would know this
they don't really draw each frame for kids shows. The only reason some animation looks great is because animators are forced to go frame by frame as a creative choice, like the chainsaw guy or some other shows. and nobody is really coloring cels one-by-one anymore.

3d does not save time per se, unless it's bad 3d I guess and you cut corners. but bad 3d is on the same level as bad 2d, and so on.
illustrations or still drawings like game CGs are faster to produce than a single 3d render
short animations are quicker to produce in 2d than 3d, given the same modern industry standards and overlapping techniques
rigged 2d shows get made quicker than rigged (or mocapped even) 3d shows, and so on.

Comment too long. Click here to view the full text.
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>>1015360
he already looks like a shark
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>>1030268
>if animation software was free and good
It is
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>>1030272
I meant 2d
>>
>>1030295
Same answer

From Solidworks and Visualize
Saw someone's design on GrabCAD and remade it, so not a true original, but the mechanism would actually work.
Can you give me some feedback?
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>>1030061
If you're going to stick to CAD, I'd honestly recommend learning Keyshot for rendering purposes. You can easily assign materials, make your own scenes or use existing ones. Substance is cool like the other anon said, but you'll have to fix the meshes that come out of NURBS for it to look good, and that can be a pain in the ass with more complex models, and it also requires you to manually paint in details which is slow and you might just want a "slap material and lighting" kind of workflow and that means Keyshot is infinitely better for presentation of CAD models (99% of the time)
>>
>>1030062
>made with blender
>on a cad thread
Blenderfags never learn
>>1030161
Very nice, here's a tip, for the little polished chrome logo on the side you could use the Split Line command, make a sketch on the right (assuming) plane of the logo, split line, select the inside of the split line and you can assign materials to that specific face. You can also do this for the buttons. For a better look, you can make an extruded cut 0.2mm around the logo with the cut from surface option, that gives a bit of depth and doesn't look like a flat sticker.

Vintage and OC is welcome

Previous thread: >>1021812
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>>1026280
>>
life savers holes
https://www.youtube.com/watch?v=t1elrWdFm64
>>
>>1030149
loved that game. i took more time in the planning screens than in the actual game itself
>>
>>1026280
Found a whole ass movie (currently) free on youtube
https://www.youtube.com/watch?v=kbHgfCwXqVU
The CGI starts around 20-ish minutes in
>>
>>1030228
That is the point of planning.

3d AI art is actually getting good....
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>>1028989
No but you can screech as much as you want it is still considered food.
>>
>>1029979
>Gen-ai is racist
Sounds like a feature, not a bug.
>>
>>1030177
barely food, if we're honest.
>>
>>1030098
>>1030100
alright. cool. what are you going to do about the normals though? you don't have anything to bake down from. I guess it works for anime.
>>
I'm waiting for them to get over this bullshit movie gen and get ai to animate in blender or a game engine, then get consistent movie gens

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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
178 replies and 41 images omitted. Click here to view.
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>>1029540
We already spoke about that on this thread, ps3 era graphics would require too much labor for an indie team
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>>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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.
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Does Maya really have all that over Blender for modeling?
I've never used it but it seems to be pretty widely adopted in asian countries (based on the courses). I bought Substance Painter bc it was worth it vs free alternatives, but $250 a month is a big-ask

I hear it retopos and does normals way better, but I haven't seen it in action.
>>
>>1030060
People on /3/ give up before the /beg/ tier
>>
>>1030097
>Does Maya really have all that over Blender for modeling?
No, it's just the older AAA industry standard because corpos prefer to pay in order to get 24/7 support from Autodesk vs using Blender which is free but doesn't come with live support. Because human beings are creatures of habit and hate having to learn or adapt to new things, artists coming from the AAA industry are naturally going to prefer and defend Maya, even if it's lost prominence and, especially outside the AAA industry, has been superseded by Blender.

90% of complaints about Blender boil down to "it's not what I'm familiar with" and the other 10% can be fixed yourself by making a plugin.
>>
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I want to make a shader in blender to select upwards facing surfaces, so i can mix moss / dust etc. I can easily select it with the object normals and restricting it to the z axis. However, i want to also use a tangent space normal map to get more detail. Is there a way to find the combined upward face of the object normals + tangent space normals in my normal map? I assume in abstract this must be possible because behind the scenes blender would have to do it to generate correct lightning. On the right is kind of the effect i want. I've googled a bunch but none of the results seem to work
>>
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>>1030209
the normal map node already converts your tangent space normal texture to world space so you can separate xyz the vector output and use the z component
if you want to be able to change the angle the snow/dust is being applied from you can use the utility node just called Normal which has two ball things on it. this gives you the dot product output of your normal map by the node's vector ball control (you can click+drag it around to change it)
you can also plug the normal map output into a vector math dot product node and set the other vector to be 0,0,1. you can then modify it to change the direction, same as the normal utility node just without the ball interface

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>I know edge flow
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>>
>>1027699
Just face your retardation and never post again please
>>
>>1027709
stop typing on the internet
>>
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>>1023452
>he's gonna pop!
>>
>>1025385
You know this guy might have a point given how many hours I've wasted in my life trying to optimize and perfect my topology and edge flow so it's neat and tidy instead of just building the damn model and texturing it so it's final.
>>
>>1025385
I think this is correct. So long as it shades correctly it's fine and even then people obsess too much. Having every bevel look perfect may be a display of skill but 90% of the time it doesn't matter. You can probably get away with a huge amount of errors and you'd be fine

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will my CPU really cook itself if I try to use FreeCAD? I don't normally have any reservations about piracy but since I'm actually going to be making things with it I feel differently about CAD software, if possible I want my tools to belong to me indisputably, as a point of pride
5 replies omitted. Click here to view.
>>
>>1028700
Nope
>>
>>1028694
I used frerlecad in a shitty ass laptop from 15 yrars ago, It should work
>>
It's 2026. We're beyond this. "It'll cook your cpu" is hyperbolic poetry. It will run, run slowly, or not run.
>>
>>1028694
I've never tried to use a CAD programme on a basic spec pc. I could imagine a version from the 2000s would work better with low specs. Depends on what you want to be using it for.
>>
>>1028694
I use a Linux laptop without a dedicated GPU and it runs just fine.

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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.
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>>1029426
no mac at all. Macs are shit
>>
>>1029432
preach
>>
>>1029432
Macs are far superior to Windows. I already use the GNU operating system on the desktop, but I'm not sure if I want it on the laptop.
>>
>>1029450
literally everything is superior to MacOS. Absolute clusterfuck OS. Windows isn't great, but it's a million times better than fucking MacOS
>>
>>1029450
>Macs are far superior to Windows.

both are utter shit. one is running amok and Mac is trying to enforce adds on every shit.

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This is among the best animated asses I have ever seen. It's not exaggerated like some other games, but rather balanced so that it looks highly realistic.

How many jiggle bones do you achieve this kind of movement with?

https://strawpoll.com/PbZqbGR9NyN
>>
2
>>
>>1030121
You already have a thread >>1028113
>>
You keep reposting this animation
I keep looking at it
I keep not seeing any dynamics in the butt
>>
>>1030121
You could do this with a metarig in blender, it's just a very fluid run cycle. There aren't any ass jiggle physics, you're just seeing hip movements.

Made a tutorial about an aesthetic that might come in handy if you are trying to make a game but are having workload issues.

https://www.youtube.com/watch?v=jjSpRPgmx4o
2 replies omitted. Click here to view.
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>>1029820
I believe he got in an argument a year or two ago and is still mad because someone told him nu-gow or hzd or some other triple gay title sucked ass
>>
Another tutorial, though this one has uncertain results.

https://www.youtube.com/watch?v=ma4cUDFRUpk
>>
>>1029828
Sneed
>>
>>1029818
cool
>>
I was hoping it was the same duck I remembered from years ago dishing out shitposts mixed with legit good advice. Bless you brother.

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This topic may be better suited for /ic/, but I’m more interested in 3dcg and this topic has a lot to do with the AAA games and movies industry. I recently watched a youtube video about the art direction of Star Wars: Episode I - The Phantom Menace (If you’re interested: https://www.youtube.com/watch?v=YR2y8LYQK4g). A lot of cool concept art was shown in the video, and while a lot of the concept artists pulled inspiration from the trends of the time, they also pulled inspiration from many more eclectic sources and had a sense of identity to their artwork. Many games from around that time like Morrowind, the Final Fantasy series, and some of the Zelda games also weren’t afraid to get weird. I guess what confuses me is how the industry went from being so creative to now being a slop machine where everything is made by uncultured people with no aesthetic sensibilities copying the last big thing made by uncultured people with no aesthetic sensibilities. It’s like that thing where people these days end up making really ugly anime because their anime is based on other anime based on other anime instead of anime based on real people’s faces. What happened?
5 replies omitted. Click here to view.
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>>1029886
>what confuses me is how the industry went from being so creative to now being a slop machine
They fired the creative people because they offended women
>>
>>1029899
how come /ic/ can only recommend the same three retards that exclusively draw titties instead of guys like him?
>>
>>1029886
I think there's 2 answers to this
1) Risk minimisation. There's so much money going into games and movies they want to hit the broadest demographics possible, that means not offending anyone and making the output as bland and tolerable as possible. Morrowind was lucky, there has been a handful of (rpg but the world is weird) and they all bombed. The tragedy is that even indies don't escape because they don't want to fail and all ape other successful artstyles broadly.

2) A lot of people have no talent but are credentialed. Weird phenomenon where people reach positions of influence but aren't actually talented and as such externalise their decision making because they don't have confidence. I think this is why every modern car looks like arse. In the past you had some guy design a car, now you have a team of marketters that are looking for some abstract external validation on their decision making.
>>
>>1029886
suits took over, people who love money and watch movies while talking and playing on their phones
>>
>>1029886

i actually disagree with you on both points. i don't like fins and moving parts and shit on my scifi stuff. TVtropes calls it the "flying cutlery spaceship": think especially about MCU ships like the main villain's ship in guardians of the galaxy 1, or whatever weird techno-fish thing that loki used to invade new york with.

things used to be grounded in reality because practical effect makers had to use real life modeling kits and their designs had to be sturdy enough to exist as real-world objects. michael bay is notorious for movies with stuff that looks complex but has no form or substance to it.

i still try to think in terms of a practical effect designer where greeblies are stuck onto boxes and cylinders. it works. you mention star wars episode 1, but a lot of the sets in that movie were practical effects and naboo and coruscant still based on real-world aesthetic movements (atomic retrofuturism for naboo and art deco for the coruscant).

WIP of my M36 floor plans of AngryRancor's D-5 Mantis (top deck)


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