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Who else likes chicken gun
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'EDORA 'IPPIN MOTH'FUCK'R
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>>1031233
It's alright. Like a bootleg killer bean.

The mathematically perfected low triangle count rigged for animation male model
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that looks like blender youtuber tutorial tier garbage
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This is how easy it is to just extrude out a human figure that looks great with the right texture.
Instead newbies spend 100 hours setting up super high poly sculpting and another 100 hours sculpting minor anatomical details on a 50,000,000 poly gumby
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>>1031972
>easy
>start animating and it looks like garbage

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Jita - She doesn’t wear a shirt because wearing shirts is weird where she lives. Only her head is "finished".
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>>1030058
hair seems odd, like it's weighted to random bones

do you not want to use a bone chain with physics?
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>>1030055
yum, blueberries...
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>>1030055
>>1030058
>>1030059
im glad to see your thread still up after all this time, its been several months since i last checked this board and its nice seeing that you're still doing this.
>>
I love the models so much. Is there any way you would be willing to make even one of the the models downloadable? or even just an STL?

I resin print stuff and would love to resin print and paint some of these.
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>>1031989
>I love your work, could I get it for free

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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: >>
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>>
Reading this thread and seeing everyone not know how to search for torrents is really fucking sad. When did everyone forget how to go to ext or TPB, look up the software, then sort by highest seeders? Is this thread full off paid copyright trolls trying to get people to pay for software that has been cracked a million times?
>>
has anyone used the autodesk game engine? apparently darktide is written in it. that game looks fucking good. is it super expensive so indies can't use it or what?
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>>1031675
enjoy your keylogger with botted seeders
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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
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>>1029620
jojojojojojojojojojo

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Previous >>1025688
Big Cat edition
>NEWS: 5.2 is out
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I think that I've built up the basic skills which I need, and I've got a project I want to work on, which can be broken down into numerous scenes and assets, but I can't find the motivation to just spend hours grinding at it. How do you overcome procrastination and simply get shit done?
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Seriously though, what the fuck was Elephants Dream about?
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>>1032188
Proog has schizophrenia or something like that which causes him to hallucinate the surreal images we see. Note that Emo repeatedly tells him that he sees 'nothing' and doesn't react to any of the weird stuff going on around him. At the end, we see him making a gesture towards his head, indicating he considers Proog to be insane, and the things he talks about start to appear as he suggests them to Proog.
Proog, being a boomer, can't accept that his world-view may be flawed, and lashes out in rage when forced to consider that a younger person may have a clearer perception of reality than he does.
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>>1032187
>How do you overcome procrastination and simply get shit done?
Just do it little by little, like an hour per day or less. You don't have any deadlines, you can spend as much time on it as you want.That's how I overcame mine and finally started to learn character modelling.
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I'm a 2Dfag and plan on using this program solely to pose figures to get a better sense of perspective. do you guys pay for your models? all the free ones I found have terrible anatomy...

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After 4.5 weeks of blender this is my first hard surface model "scifi camera" something like that, now i start to feel like i learned nothing and bad at modelling
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>>1031823
It looks very fine
Don't worry about it today, because tomorrow you'll wake up and look at it and think it's the greatest thing ever
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This looks really good and I think it's because you have a good understanding of concepting. A very clean looking asset.
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>>1031823
maybe don't show it with a weird object normals material because thats not useful for judging a model. I'd say you've got a bad attitude about all this. You made a camera, you achieved your goal. There are mistakes you could fix like those facets. You could now take this asset and apply materials to it and attempt lighting it and placing it within a context to provide interesting reflections. Or put it on a wall and then make a plane opposite of it and behind the camera that projects some sort of environment for interesting reflections. You can make another type of scifi piece of a similar size or bigger to try and build upon your momentum with a scifi asset.

Honestly though you should try and model a real world gun, and the project after that should be attempting to model a real world car. These are two great hard surface exercises for someone learning to 3D model because the combination of the two provides you with all the neccessary problems you will run into when hard surface modeling. The sooner you attempt those two projects the better. And they have tiers. Your second gun will be better than your first and your second car the same once you've learned from the previous attempts and combine your experience. You haven't mastered the art until its not a struggle so its good to struggle cause it makes you faster and better
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>>1031823
>>1031829
>>1031831
the think is i losing interest even just as beginner i tried hard keep but i can't focus and procasinating a lot, how do i motivate myself it is worth learning & doing it, i feeling like its not worth it
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>>1031885
All the people who got good at anything stuck to it even when it felt boring or they wanted to do dopamine junkie activities instead.

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This is a Coffee_machine model I've been working on. I've tried shading it, but I just can't seem to get it right, it always ends up looking like a toy or flat. Any advice or feedback on blender procedure, material nodes, or examples to make it look more realistic in Eveee render, it would be greatly appreciated.
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>>1031651
Update???
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>>1031651
So, the obvious thing is no subsurface to round over the edges. Looks like there might be a slight bevel but it's not enough where it is right now. Right now it's like, 90's background prop tier. The basic shape is fine, but there aren't enough interesting (or functional) details. Take a look at how coffee machines look in real life and look deeper than just the silhouette.
It doesn't need to be COMPLETELY faithful, but more than you've got now

As far as the render itself is concerned. In Eevee you should turn on raytracing to turn on ambient occlusion, models always look flat without it.
>render properties -> raytracing
Picrel shows left with default and right with eevee's raytracing enabled.
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>>1031651
sus
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>>1031668
eevee has ao now.
>>1031672
in what way is eevee not realtime? for something like op, it should render at 60 fps easily on modest hardware.
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>>1031651

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opinions on gaussian splats
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source independent realisation of 3d gaussian nativecharacter.
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>>1030965
333333333333333
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>>1031609
What if this... but so low poly that a gaussian splat of it looks like pixel art?

Wouldnt it be ridiculously light on resources too?
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>>1031892
>>
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>>1031893

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Guys, it happened: https://www.autodesk.com/support/technical/article/caas/tsarticles/ts/BLXqMNXBIcX6QVoTvRDJC.html
14 replies and 2 images omitted. Click here to view.
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>>1031714
Maya is very much still used in advertising, movies, music videos and others. No way it’s dying, unlike Blender who losing newer people because kids experience real software early in life and find Blender’s buggy software to be ick.
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>>1031682
the way u can tell ai sucks donkey is that converting an ancient shitty pascal codebase to c or rust should be trivial for llms but they haven't done it.
>>
>who losing
good morning sir
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>>1031788
Autodesk
>AI online tools
>AI animation tools and more being added
>Updates that benefit users
>Collaboration tools
>Works with newest graphics tools

Blender
>Bad updates that no one asked
>Still no AI tools (3rd parties don’t count)
>No support (community only)
>Studios abandoned it
>Can’t achieve industry standards


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i wonder if they're going to add better sculpting to maya after this. sometimes when companies kill a product like that, it's because they have something better in the pipeline.

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On a scale from 0 to 10 how would you rate your own portfolio?
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>>1031656
That scifi panel lines, how did you done it, Is it bevel + extrude or anything else?
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>>1031656
Maybe i think it is separate geometry with a high resolution bevel on the corner edges the scifi panels??
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>>1031724
He made this thread JUST to troll you.
Yes. It's bevelling.
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>>1031724
There are extensions that can do it nondestructively where you have a mesh that cuts them out, they seem cool. I haven't tried them though
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>>1031656
5

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I tried blender when I was like 12. Found it way too messy and whilst stylised... ugly.

Upon further thought it's trannywear and also just seems like it's the choice for terminally online people. I want to use a software that cool older industry guys would use. I feel that there would be less junk tutorials and resources to shift through too.

15 years later, I am fluent in Rhino3D- but that's CAD. So naturally I want to learn a polygon based modeller with the most similar workflow... I heard this might be 3dsMAX? I haven't tried it, but I mainly work on Linux/Mac so having to boot up windows just for 3dsMAX is unattractive.

MODO. What's the consensus? From my research it's pretty based and I just just loaded up the 10 year license . I only want to make some spaceship concept models as a hobbyist. I want to enjoy it too. Modo seems like a good fit or?
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>>1029901
nobody rebooted it like lightwave?
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>>1029966
>>1029934
What do you mean nobody uses nurbs anymore? That's all I use. All I know is rhino & it's great. Poly is icky.

Plasticity is tempting.
>>
I have been at this for over 20 years, it slowly became my career and I have made every stereotypical mistake you could imagine. Stuff that would make you question my intelligence.

If I could give my 17-26yo self one piece of advice: Just get stuck in; pick something decent and go to town.
For the kind of guy who is fascinated by 3d, there seems to be pitfall for the pursuit of the ideal, which in any other occupation this would be a positive, in this niche; it is death.

Blender/Rhino/CAD/Zbrush, cut your teeth on one and stick to it, solve your own problems, learn the language and symbols Companies use to navigate complex geometric tasks.
And when you break the barrier between beginner to amateur, you will *get* it, and you will do it faster and easier than you could have imagined.

Remember: calm and happy, with 1 program and simple tutorials, some a few minutes a day, a few hours a week. That's all you need.
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>>1030067
i'll take your advice as a 26 year old. I am beginner/intermediate in Rhino, but wanted to learn a polybased software because I want to try concept modelling. The problem is that spreading too wide (as you say) seems like the wrong idea. Rhino is also not the most suitable for concept vehicles and scifi assets, its better at fabrication and architecture. But I will stick to it, and just get good.
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>>1029854
>Upon further thought it's trannywear and also just seems like it's the choice for terminally online people.
Please for the love of GOD tell me you're underagedb&. I cannot fathom an adult man talking like this.

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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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
4 replies omitted. Click here to view.
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>>1029828
Sneed
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>>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.
>>
Third tutorial about soft masking, deformation panel using inflation for more realistic results, and quick hair creation.
>>1030174
Get ready to remember.
>>
https://m.youtube.com/watch?v=3bwMBq-PbXU

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Hi, I'd like to procedurally generate models of some things I like, both larger things like diverse terrain, landscapes and geology that can look like anything in the real world and maybe even fantasy, but also smaller things like vehicles, architecture and mechanical stuff. I love seeing the different shapes, sizes and colours of these things and I want to become good enough that I can create something beautiful with them.
However, at this moment I know almost nothing about modelling and what programs and methods to choose, they each have their technical details and applications that I can't parse. I fear that I will miss something that would work better for what I want or choose the wrong thing and only finding that it won't work after dumping a lot of effort and time in it. My only experience is playing around with some toys that model just by manipulating basic shapes with codeblocks. This was very inefficient so I want to stop fucking around and get serious.
Eventually, I'd like to make a game or something like that with these models, so I will also have extra constraints and I'll have to choose something that can work well with Unity or maybe another engine.
The problem, and the reason I come to you, is that I am mentally retarded so things like UV mapping and defining triangles frighten me. They also seem incredibly time-consuming when combined with procedural generation and I'd really like to be able to make something that is at least decent as fast as possible.
I will learn the harder stuff eventually and I'll start with it if it's necessary, but right now I'd really like something more "high level" and easier to use.
Could you please give me an overview of what methods exist for this kind of thing so that I can understand what options I have and what would work best for me?
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>>1031665
Yeah, I was overwhelmed by all the videos that people can put out about this, but that's what I'm going to do.

>>1031698
>Uhhh... Good luck... 'as a start'...
Yeah, you're right, that's too much detail just for a start, but I feel like at least the general shape, the bigger elements and a simple linkage system on the wheels should be doable.
>no need to boolean them
What would happen if I needed to make a hole in a certain shape?

>>1031694
I don't know exactly how to express myself, rules that, based on certain parameters, like length, height or vehicle type, would generate a model that has those attributes with some variation in it's shape.
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>>1031706
>certain parameters, like length, height or vehicle type
these arent even enough to change the shape of the vehicle. you cant describe the rules, so you cant possibly write a program using it.
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>>1031712
There would be way more parameters that would imply cutting, combining, transforming shapes and other things like this. The program itself isn't the problem though, if I can't write it then that's that, I'll try something simpler.
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>>1031706
>What would happen if I needed to make a hole in a certain shape?
you wouldn't. You could create the shape with a hole in the first place, you could put together multiple shapes in a way that forms a hole.
But as I said before: just start, instead of talking about it vaguely and half baked. I assume you'll quickly start having problems to talk about instead of grand ideas
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>>1031717
cut where nigga? i dont give a fuck if you can or cannot cut, you dont know WHY a car is car-shaped, so how are you gonna tell a computer where to make the cuts?

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This won't do shit as mesh rigging triangulates the meshes.
>>
Just get the shape right and worry about topo after. If you're box modelling 80% of the topo work is being done as you model it anyways.
>>
If you aren't using AI you are a non functioning retard.


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