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How do I make this model?
I've been trying for a long time to replicate this style... but everything comes out wrong.

I can't get the head right no matter how hard I try. The model is available for free but I just can't figure out how it was made and it's making me real sad.

Any advice please?
15 replies and 3 images omitted. Click here to view.
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>>1029957
Edit cube, extrude vertex, build face, delete face, merge vertices, join vertices, dissolve edge, make shape more like girl, repeat
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>>1028344
I know /3/ tell us to model in quads and le doesn't matter o algo but why did the Japs do a lot of non game asset models in triangles? Can someone explain that to me?
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>>1030337
Its all triangles in the end, quads are a way to help think about it. It'll help you make models that deform and thus animate better, and they make it possible to have the notion of a single opposite edge or vertex of face and thus make it possible for both you and the programs to deal in term of topology (loops especially). That why for example subdiv produces much better results with quads.

But the big quad weakness is, as I said, it's all triangles in the end, and you don't know where the diagonal is. It'll change how the model looks and how the model deforms. It'll change from your modeling program to your engine. In blender for example it chooses the least diagonal after all modifiers are applied. Taht means it can change depending on your character pose, which is obviously not how a game engine will do it (btw the logical way to disable this behavior is to add a triangulate modifer before the deform, removing any ambiguity).

In the world of low poly it's especially important where the diagonal goes, since you can get a lot of silhouette out of that. Plus if you want the minimum polycount any quad you can get rid of saves up on faces.

It's not specific to the japs. Chances are you just think so because you've seen model rips, which are triangulated. But even in the FF7 days tools were quad-oriented. It's to the point where consoles like the PS1 have opcodes specifically to draw quads even though it translates that as two triangles
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>>1028344
It seems that the Japanese don't use a mirror modifier.
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>>1030382
Nah, you can see the steps on his twitter and it was done using one, then the middle vertices were dissolved. That model was made for a 256 triangles challenge so sooner or later you collapse redundant faces to bring down your numbers.

File: 1760109228212128.png (1.72 MB, 1080x1920)
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how much would yall charge for a stylised 3d model like this https://www.youtube.com/shorts/VNhCfN-pjg4
8 replies and 1 image omitted. Click here to view.
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you guys work really really really slowly
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>>1028348
get a load of this fast guy
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>>1028348
Fast words for a no-render
>>
charge a high of a price as possible. don't listen to anyone telling you to cheap out. the more expensive it is the more your customers will feel good buying it
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>>1028253
Depends heavily on where I live

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How long until CGI with this quality isn't that expensive?
1 reply omitted. Click here to view.
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>>1030258
You can do it in Blender today
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>>1030271
fuck no. give me one render of this quality in blender.
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>>1030263
this is an art board anon, AI isn't welcome here.

>>1030274
you can do anything in blender, you are limited only by skill, render speeds, and horsepower.
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>>1030274
what exactly do you think is preventing you from making that in blender besides your own ineptitude?
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>>1030274
https://www.youtube.com/watch?v=nLtwpmkG_sY

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A thread to post sculpts, get feedback on sculpts or talk about sculpting
Consider posting on /wip/ for for projects that go beyond sculpting
Previous thread >>1007862
46 replies and 22 images omitted. Click here to view.
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big shork
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>>1029708
Wow...
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Anatomy check?

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100K POLYS FOR THIS!? WHAT IN THE GOY ARE THESE GOOKS SMOKING. WHAT HAPPENED TO RETOPOLOGY.
47 replies and 6 images omitted. Click here to view.
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>>1027730
when it's a few corridors of course it's fucking easy
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>>1024137
What no normals does to a blud
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>>1024137
> 100k for an ingame cinematic model
Aint a lot really. Fpv models of guns in latest cod games can push 100k, especially if it's an lmg or something else big
t. outsource nigger slave, worked on cod
>>
Also in game sliders and deformation work better with more topo. With less it tears and makes shit jagged and fucked up, etc.
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>>1030314
??? just use two normals and interpolate between them. why the fuck are you spending this on a CG tier mesh. why are devs so fucking lazy.

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how is my portfolio /3?
https://www.edsalas.es/journey-3d
1 reply omitted. Click here to view.
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>>1030284
looks good, I really like the page. If i was hiring I'd likely offer a 2d illustrator or graphic design position. when I poke around the rest of your website it seems like you have more of a focus on that, and your 2d stuff is more impressive to a brand.

on the page, thumbnails for the animations are great but they do cover up the actual content of the animations. then the animations themselves are very short so they don't really show off your talent well enough. I would make longer ones with more movement.
>your grease pencil samurai animation is also very good and should be listed on this page since it is a 3d artwork. probably in a big window, since that is a great thing to show off

the DnD models on the bottom are very good, I feel like they should be closer to the top, and you should be able to see more than one at a time. Especially since you seem to have a focus on character design.
>and your other characters should also be somewhere on here
>consider adding a 3d viewer to the page, you're tech-savvy it shouldn't be difficult

and then also important: link your art station, sketchfab, other sites. that's how people find you.
4chan is not the best website for anything really since nobody here is in the industry, but I'm so glad to see your work
>>
>>1030291
you need to learn to suspend your disbelief
>>
>>1030284
>>1030292
Guy isn't getting hired, all his work is based on plastic look with 2D playstation from 2000s. His animation is awful even for a student he failed to convey characters living in their world. There’s no VFX so he lacks advanced skills to create harder animations. He doesn’t understand lightning and lets the scene do it. Lastly, website has no contact information so really won’t hire him without a way to get in touch
>>
>>1030302
I said these things
>>
guys look around a bit more, litteraly everything on his site is AI generated, even his portraits are animated in grok, they have that windup at the start

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Is even possible to create these pictures using 3D in blender?
53 replies and 4 images omitted. Click here to view.
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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.
>>
>>1015360
he already looks like a shark
>>
>>1030268
>if animation software was free and good
It is
>>
>>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?
9 replies and 6 images omitted. Click here to view.
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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
126 replies and 115 images omitted. Click here to view.
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>>1026280
>>
life savers holes
https://www.youtube.com/watch?v=t1elrWdFm64
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>>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
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>>1030228
That is the point of planning.

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>I know edge flow
24 replies and 4 images omitted. Click here to view.
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>>1027699
Just face your retardation and never post again please
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>>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.
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>>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.
20 replies and 1 image omitted. Click here to view.
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>>1029426
no mac at all. Macs are shit
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>>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
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>>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
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>>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
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>>1029899
how come /ic/ can only recommend the same three retards that exclusively draw titties instead of guys like him?
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>>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
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>>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).


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