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File: Screenshot (942).png (1.07 MB, 1920x1080)
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so i am starting to understand and am getting close to making my character, however i understand uvs and whatnot, and its starting to make sense, however how do u coordinate the folds of the clothes and the grey balnd geometry, i can imagine it being kinda hard to do without allot of trial and error, maybe frustatringly so, and how do u do folds and hair, any pointers and help would be apreciated thanks
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>>1033709
That's just painting shading, you'll need to level up as a 2d artist
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>>1033709
Why don't you just watch a texturing tutorial dude? This shit is Kindergarten knowledge.
https://www.youtube.com/watch?v=sGN7Wby2thk&t=3s

Or just ask ChatGPT.
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>>1033709
The paint directly on the model, not in the unwrapped flat space
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>>1033709
>>1033715
Oldfag 3D artist here.

First of all, yes - you really want to grasp some 2D painting 101 if you want to level up your low-poly art to the next level. Shading, clothes wrinkling rules, implication of mass and material... that sort of stuff.

Next, and this is the big one:
try FIRST making the texture file,
and THEN unwrap your model manually ONTO the image. Yes, this is indeed how we boomers used to do it back in the day; make the 3D mesh's UVs adapt to the texture, not vise-versa.

That being said, nowadays you could probably just BAKE an a-OK ambient occlusion map for the whole model, and then layer that on top of your flat- / celshaded model to speed things up.
Manual touches are still required if you want to make things look good and consistent.

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AI will take our jobs! The ones none of us have!.
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>>1010467
https://www.youtube.com/watch?v=1dAcJEIlQM8
>>
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>>1033514

A white male "creative" producer slops up a Japanese pagoda and claims he built it.

Culture appropriation + stolen valor + colonization of humanity's labor
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>>1033778
>A white male "creative" producer slops up a Japanese pagoda and claims he built it.
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>>1033781
kek
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>>1033781
ah yes, the half wit thinking he's a mid wit making an argument.

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How do you go about shell texturing in blender? I'm trying to do low poly creature modeling so this seems like an obvious thing to learn to boost the quality.
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>>1033570
...Duplicate the mesh... Alt S -> Fatten....Duplicate material...Add more transparent alpha mask... Repeat........ bruh
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>>1033570
If you're doing it for a game then you'd want to do it in engine as a shader, and make a texture for color, hair direction, length, texture etc.
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>>1033570
Id use geonodes
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>>1033570
>>1033618
fpbp, shadercels need not apply. Also the example you posted is one of the worst applications of the technique in any game, OP. You should probably be looking at Shadow of the Colossus.
>>
Creating the shells using geonodes, working pretty well

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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/
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>>1018098
I'll translate this in English if you guys want.
Also put subtitles, it should be just 3-4 dollars anyway with ox alpha.

Also, does anyone have the dev build released in 2025 May? If anyone has it I can run AI tools for educational purpose only and replicate the pipelines the binaries are pretty easy to reverse engineer now
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>>1033493
They're already translated you dumbass
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>>1033493
that looks like something cris would make if he wasn't retarded
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>>1033493
poopjeet trying to increase his izzat with poopscam saar gimmicks
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>>1033493
dude fuck OFF
ideaguys should all be buried alive

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Guys, it happened: https://www.autodesk.com/support/technical/article/caas/tsarticles/ts/BLXqMNXBIcX6QVoTvRDJC.html
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>>1033392
>>1032581
additionally, you can use a zbrush + blender combo
zbrush's sculpting features are much better than blender's. in the other hand zmodeller (zbrush's poly modelling tool) is dogshit so you're better off doing it in blender instead. in a way they complement eachother and you can pretty much seamlessly transition between both with the GoZ addon
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>>1032573
At least it offers real professional advice and guidance. Not a faker that’s doing it for YouTube money.
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>>1031799
>Blender is dead because it has no AI tools
Retard, Blender has a MCP and python APi that makes AI workflows more efficient than any other software. Blender is the number one go to software when it comes to 3D AI slop generation.

And the non-AI features are very helpful for real artists that want to push their 3D skills further. Blender can easily compete with the industry giants nowaday.
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>>1033438
all honesty unless you are doing 20m+ polies and can't compromise at all, zbrush is more of a pain in the ass than its worth.
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>>1031578
>integrate Mudbox into Maya
Maya is already unusable and unstable bloatware by now

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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
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>>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.
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>>1028694
I use a Linux laptop without a dedicated GPU and it runs just fine.
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I just installed freecard 1.1.4. But I'm running into an issue where if I set the length of a side too high or too low, the other lines get moved to the wrong side of the line I'm trying to get distance from. Is there a way to fix this issue? Whenever I try by adding a fixed distance between two lines it says my sketch is over-contained or something.
>>
>>1033500
Apparantly, it's fixed in reeCAD 26.3 RC1
>>
Will Blender include a CAD mode? All CAD software run like garbage on my laptop.

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.
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>>1028300
oh and yeah i'll pay for the clothes/spa and salon
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>>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!!!
>>
>>1024456
>>1024411
I can do it for you, however only if I can have the property of the channel and of the model, I can even edit videos and direct ideas that would fit well a vtuber, I'm in contact with big people from vshojo and related too.
We can have opt-out plans if you blow up too, where I sell you the channel
>>
>>1024411
>>1024456
For example, the opt-out is you have to pay about the work I've done at rates we agree with before signing the opt-out option, otherwise all earnings from channel and fan donations and related are 30/70 in my favor, that's because my time investing in someone I have no agency over has a price. The opt-out would be similar to paying for all the work +50% of the value of your channels and audience network.

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>AAAAHHHHHH
>LE DONUT
>HOLY SNEED
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>>
Andrew Price owes me smelly crusty donut sex
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>>1032548
nice donut
>>
>he AI generated 3D donuts
it's gotta be a fetish at this point
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>>1032548
now he's doing research into counterfeiting pokemon cards and pretends it's just to "accurately render them in blender"
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>>1033460
This was interesting but i don't know why it was worth the effort. I learnt the prismatic effect was kind of unique but pragmatically i'm sure you can just fake it and get like 80% of the effect

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>>992897
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Testing cloth simulation brushes
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New face and textures, Alice is a nickname.
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This is my newer skill, chuddies.
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>>1033066
Why not make your texture size in 128 x 128? That way it'll look better and less warped.
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>>1033080
How do I make it seamless
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>>1033105
After 10 years, how are you still this retarded? Do you ever curse your brownness for making you like this?
>>
>>1033105
you entire existence feels so claustrophobic to me
there's a consciousness there somewhere. you can clearly be trained to operate complex hardware and software with enough trial and error. but nothing you say or do shows the tiniest hint of self reflection or planing or even just basic problem solving. you seem to exist in the moment, for the moment. like an art making insect. barely conscious, but sensing the sweet breath of creativity and droning towards it. hitting your head against the glass window over and over and over and over and over
>>
>>1033067
stop being jealous eyeballtank

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Maybe the wrong place for this, but I think it fits the topic.

I want to know how to create unique planet maps with custom terrain types (like salt flat plains, basalt dunes, ice caps etc.). I want mountainous erosion, glaciers, stuff like that, and natural looking landforms that don't just look like perlin noise. The map must have a heightmap and a colourmap, and height shouldn't strictly be tied to landforms like SpaceEngine does. For this specific project I'll also need shield volcanoes and equatorial ice caps (it's a tidally locked world). Can anyone point me in the right direction like what software/toolkits I need? And also, is it possible to make highly customised cloud maps for my world, like subsolar vortexes, wispy terminator clouds etc.? The maps must be either equirectangular or cubemap projection.
17 replies and 3 images omitted. Click here to view.
>>
Not to worry. I got sick of every "planet generator" being noise-driven crap. I'm making a software that does this properly with all the paramaters you will ever need if you are into planetary science on an autistic level. Stay tuned.
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>>1033419
ETA on release? And where can it be found?
I'm actually working on the same thing.
>>
>>1033423
Dunno, I'm vibeslopping it. I'll post it here when I make actual progress. I'd like to see where yours is at also since this seems really difficult.
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>>1033424
I'm vibeslopping mine. I would say the most difficult thing with an earthlike planet is that all large scale features are driven by plate tectonics.
Stagnant lid planets like Mercury or the Moon are easy to fake using noise because of their lack of plate tectonics, which on Earth drives mountain ranges and depressions in a way that doesn't look like noise.
If you can make a system that emulates both past and present plate activity on a planet then you are 90% of the way there. The lower level detail is all solved problems.
>>
>>1033426
Mercury and the Moon is 90% noise and craters, which are easy and cheap. But I still want to go further so I've proposed a plan that would allow us to generate deterministic planets with unique and "staple" albedo features like Mars' Valles Marineris or Iapetus' markings. I've messed around with SpaceEngine enough to know that stacking noise isn't enough to create convincing planets. Humans are really good at spotting patterns. Generating continents on a tectonic world is for sure more of a challenge and I'm not sure how I'm going to accomplish that yet. My final vision is to have a program that can take in any parameters for a planet, suggest feasible numbers for missing parameters and warn against "unfeasibility", and generate studio-ready planets of any kind. Both types within the Solar System and more exotic types like temperate desert worlds (e.g. Arrakis), snowball worlds (e.g. Hoth), exo-Titans, eyeball worlds etc. and basically any hypothetical terrestrial. It will also run a climate sim and generate realistic cloud maps, split into layers among other things I don't know are possible to achieve with current AIs. Maybe I have to wait for Fable 5.5 for this. We'll see how it turns out. I'd like to tackle giant planet textures too as well as in-betweens which are more hypothetical. They are more of a solved problem, but I want a program that produces physically plausible results based on a set of input parameters, and then lets you freely tweak results in an artistic pass if you wish, rather than just "run a fluid sim on a RNG colour palette".

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how do you even model something like this it's impossible
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>>1030963
Ediz: Sorry he only sells the plans. But he makes tiktok videos of making them
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lol things are hard halp
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>>1030733
>how do you even model something like this it's impossible
very simple.

I was expecting something difficult like a round one.

Uff made it was harder then I expected fucked up some while making it.

Thanks for the exercise OP I learned a lot from modeling it..
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>>1030733
I know that zbrush has a mode where I can draw in how I material removed, and I can do that for x, y, and z accesses, for this you just need x and y, don't know the terms other programs would use to describe this.
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>>1033149
>I was expecting something difficult like a round one.
Anything radially symmetrical can be made by just drawing its profile and rotating it about the center.

I made this engine modle in fusion : https://github.com/theplatformer12-spec/Engine
and i want to manufature it how to i do that? any help will be accepted
>>
>>1033389
>>>/diy/
>>
>>1033389
A few options, either you can buyr a cheap
lathe/milling machine, get some stock from mcmaster carr, and make it, or hire someone who does milling (local or jlccnc/others).
Here are some vids

https://www.youtube.com/watch?v=Us4e-nhESzc&t=55s
https://www.youtube.com/watch?v=dF0NzfsbIeY
https://www.youtube.com/watch?v=C004pJG0cEg
https://www.youtube.com/watch?
v=9aFyLqJWCy0
https://www.youtube.com/watch?v=F59uIEqeOzE&t=481s
https://www.youtube.com/watch?v=KJCzYWdwCzE&t=1898s

you can also look into casting

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https://github.com/v3ai/fission
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>>1033325
Pretty cool!
Can you explain how to achieve something like that? I'd like to do something similar, and reproduce, the now defunct, Softimage|XSI.

I've been testing Inca, and it's essentially Maya, lol
There are a few things that are a little bit wonky, though:
When you click on an object, or on the Channel Box interface, it seems like it's trying to add keyframes to the INPUTS (when a box field is in red, it means that it has a keyframe on the current frame), but no keyframe is set, when you move a cube (for example) the fields flashes.
Backface Culling, appears to be always ON.
It even has the ALT+B shortcut to change the viewport color, C R A Z Y!
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>>1033382
Yeah basically I used yt-dlp to get a bunch of maya tutorials and a big pdf I found online about maya online. Claude $20 subscription, here's the prompt. Took about four hours. opus 5.5
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>>1033382
With regards to the problems, I plugged it in, and it's released https://github.com/v3ai/inca/releases hopefully it's better now, if there are more issues if you put a real issues request in github (it doesn't have to be formal at all) It'll be easier for me to fix it.
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>>1033403
Thanks, looks like a fun thing to play around with, I'll try it some day.

>>1033405
The "Keyframes" bug is still present.
Backfaces culling kind of works, but it still displays Edges and the Face Center, when it should be fully transparent.
I'll set up a GitHub account tomorrow (kind of late now) and submit a proper issue/s form.
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>>1033310
>sad to me, not many people seem to care
this is fucking hilarious

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hello
>>
Hi
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>>1033400
hi


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