Show us that cool new project you got in the works anon-kun!Previous Thread: >>1014090
>>1021506Haha maybe sometime, right now I'm just focusing on other stuff.Modeled a new head.
>>1021578Big improvement
>>1021514Good job building it from scratch. Use good references and image planes to keep face proportions
>>1019300I wish I had a dagger like this. I want to dress in ceremonial garb and larp as Lawrence of Arabia.
NEW THREAD, NEW THREAD, IMAGE LIMIT REACHED.>>1021734>>1021734>>1021734
So, i been studying, but it seems like this market is screwed for self taugth people, before ou could be self taugth but now with AI i think it migth a waste of time, what do u think? I am working on some furniture low poly stuff, should i quit or do it?
>>1021372Since you are a wizard of 3D modelling, tell us how bleak the situation is and how many years will it be before it’s fully over.
>>1021290Learn to ride the tiger and pour your time into things that actually matterAI isn't really good enough at the moment to take into consideration unless you're doing some weirdo 2d art stencil texturing like https://www.youtube.com/@ThinkFish2024It's only good for animations so far, the models are lackluster at the moment until Meshtron releases. Modeling furniture is for losers, learn to pirate assets and make love to Blender's Asset Browser Self-taught people are the most free and privileged, the world is your oyster, go spend a week picking out the best courses before spending your time learning one, writing each insight into a word document for future reference or something. You do have to have some artistic taste and sensibility however which is what most people fail at and is the hidden final boss of 3d modelingYou talk about a market but who is going to buy low poly furniture? If you want to make money pick a specification first
>>1021372>AAAMore like triple gay
>>1021496yea your post and birth in one, now hit a train, jeet>captcha K3K
>>1021501And you don't know how to count
this is zombo.com and you are welcome
>>1021843Ah nvm I joined the armor of my character with the body mesh thinking it would save me time. Realizing now it's probably what's fucking the auto weight paint
Does anyone know if there's anywhere that dumps Fortnite models or something like that? A friend of mine wants me to 3D print the belt buckle that Black Cat uses in that game for a costume. I could maybe model it just by eyeballing it, but I'd rather save myself the time if possible.
is there a site other than kemono to get models?(pirated)
so I'm making a Lamia, my question is if it would be a better idea to model the tail as a straight line or in a poised position like this? I'm assuming the latter is better since that's how the model will be most of the time, but I'd appreciate a second opinion.
>>1022063Straight is better if you're rigging it because it's a lot harder to uncurl a model than it is to curl it.You could get away with poised for a lamia since that bent section won't move that much, but in a lot of scenarios straight would be better.
CAD thread? CAD thread.
Greetings from /toy/ and using SolidWorks 2014.
Does anyone have advice for turning complicated meshes into nice solids? I know the process is basically "lmao redraw it all from scratch", just looking for any tips on matching curves and such.>mfw I offered to pay extra for an .stp instead of an .stl and explained why I wanted it, but they refused to even humor the idea
>>1019621those without the stomach to take what is theirs have no business sailing the seven seas
>>1021847Depends on the program. Depending on how well the CAD handles surfaces you can pick points to use as nodes until you can get a solid out of the patchwork of surfaces. This is pain too though, and might even be slower than just making a new 3D from scratch.
hi i'm making a die model and i need tipsi have this shape based on a icosahedron with some of the triangles joined and this leaves 10 curved surfaces so it would function as a d10 sort ofthis was basic enough to make but i can't think of a way to add a curved text indent into a curved surfacewhat kind of tools would be good for this task? i'm struggling even with making a plane parallel to the curved diamond faces to add text onto, i don't know how to set a good reference to these curved surfaces
I'm still cracking my head if I should get the studio version of Plasticity which has xnurbs and square, or stick to fusion360 free edition. Is Plasticity better than Fusion for game 3d assets?
>>1021376ah no, i was look at the non-portable original cgpeers release. the portable one looks like it's already sandboxed so should be all good.i think guid used to be tied to hardware but no longer is. just random number generated on install.
is plasticity worth it to learn?are there professional plasticity modelling jobs?or are tutorials makes the only once making money with this?
>>1021382CAD tourist here, i hate to put on the tinfoil hat but I've seen rumors saying big companies like dassault have a deal with crack scene (solidsquad etc) to inject monitoring into their cracks so their legal team can pursue you if your pirated stuff produces revenue. how much of that is true?
>>1021458plasticity is for game assets retardlearn autocad for real engineering jobs
>>1021467>deal with crack scenevery unlikely.most software phones home so there's no need for any sort of deal to be made.crackers don't bother patching every outbound connection programs make - the assumption is that you should be doing that yourself as a user.in vfx the only company that aggressively pursues piracy is the foundry, and they're mostly looking for connections coming from studio customers.can't speak for the CAD/CAM world.
Right girl obviously has more polys, but that's not the point here.Which one is best ANIMATED?And why?
though in context each game's animation styles suits their purpose perfectly well. i think if 2b had more natural human animations it would look weird considering how fast she moves and changes states
>>1020064Well, her butt does look kind of flabby I guess?
left style is a common midwit trap, more movement =/= more gooder
>>1021327>Casually drops the term 'midwit' in heated discussion about legacy asscheek kinematics
>>1020064I can see her butt jiggle
An amount of disgust and HATE that i never felt before. The amount of sadistic fantasies that i have developped. I never EVER felt this raw revulsion towards something that i have made.This is my first character model in blender and i have no words to describe how much i want to hurt it.I want to create and AI for this body, give it emotions just to know that it suffers. I want to torment it, i want to trap it in a house of psychological horror. Just imagining the AI's response to pain, it simulating human emotions of despair and sadness brings me great satisfaction.I want to punish what my hands have made, i previously made bad art but this is different. I created something that i want to exist just for the purpose of it suffering eternally. I want every artifical fiber of this rot to fry and be reseted to suffer again and again with no comfort and no body to relate to. I want it to know that it's suffering, i want the artifical system to scream in agony with each tearing stimulation on it's vertices.Anyways, i'll probably adjust some proportions and watch tutorials uwu
>>1017599I am right there with you. I want to call it shöëmann. That way I know that despite it's horrific nature it has a sole. I want to tell you, as it's creator, to kill yourself, but honestly it would be more punishing to encourage you to let you live. Honestly. I don't know what you were thinking. If you were thinking at all. It made my cat start to vomit. My cat. It vomited a greasy hairball and fluids from it's last catch, and even that was less disgusting. Jesus fucking Christ man. What were you doing?
>>1017599hating your creation is the essence of artyou're on the path, anon
>>1017599based
>>1017599so basically you're like the god of the jews
>>1017599>An amount of disgust and HATE that i never felt before. The amount of sadistic fantasies that i have developped. I never EVER felt this raw revulsion towards something that i have made.me whenever i make something
Could you make something like this?
>>1020802>>1020805Its your job to entertain me
>>1020812Yeah, but only high poly
Is it me or are the white parts of her eyes weirdly rendered?
>>1020738"PS3/PS4 crossgen game from 2014"/10
So, here its the thing, im working on my pixel art 3d game on godot, so far so good. At first i start using some mixamo animations, now fuck it, i want the whole library, so i download .exe from github, running some python code to, but at the end, they fail of downloading the whole thing. The most amount i could get its 1000 animations, and in a very disorder way. Questions; ¿Where i could get or how i could get the whole mixamo library? ¿Is any link o missing torrent with librarys like mixamo or mixamo? Any information about animation archives would be also welcome. Also could seed the torrent for the librarys, if any
>>1017954
>>1021403>pixel art>godottrans sisters... our game
Kind of bummed that there don't really seem to be any serious threads about animation on this board. Of course, most games nowadays just use motion capture for everything, but I'm still of the opinion that animations made by hand such as all the animations in Fumito Ueda's games have a special something about them that mocap cannot reach. And these aren't super stylized or cartoony animations either. They're grounded and realistic but have a lightness to them. I was trying to find resources on how to learn to animate like that, but it seems like a lost art. There are blender courses for animation out there such as the "Alive!" by P2D Design academy, but they all focus on they all focus on this over the top bouncy Disney style. Pretty much all across western animation courses.
>>1016052Is the ball on the moon or something?
>>1015941>but you don't see people geek over a 3D animation in the same way thousands of people geek over 2D3D animation still makes more money
>>1016066If you think that's impressive then you shouldn't learn animation yet, you need to learn the basic Blender interface
>>1015225>h-how do I animate by hand guise??? is there a perfect rig I can make that will animate itself, render itself, do my taxes, end world hunger-PUT THE POLYGON IN THE PLACE YOU WANT IT TO BE NIGGA ITS NOT THAT HARD
>>1015225https://archive.org/details/TheAnimatorsSurvivalKitRichardWilliamsread the fucking manualmost of it applies to 3d. It's just easier in 3d in some regards and harder in others.Try animating some pixel art at roughly chrono trigger size if you want to figure shit out by hand and brute force feeling to understand curves, exageration, holds, overextends etc.
Painting with stencils allows you to use textures generated by an algorithm to quickly photobash your models. Here, a tutorial will be shown on how to do this from the basics.
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>>1015733
>>1001036>D, when I take notes, I do it this way I document everything in the form of screenshots and text. I've been doing it for a long time.>And now with ChatGPT, I can write the instructions in Spanish, since that's my main language, and instantly translate them to English, even improved with better organization.Basado hermano con OCD
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What's the best app for making figurines like these?
>>1021060leave him, he is one of them Blender cultist
>>1021052SculptGl is written by the same guy who went on to create Nomad, which is better and pretty cheap, desktop versions finally available too
>>1020776>>1020791>>1021049>>1021052>>1021140Just make it in Zbrush, the industry standard with the most advanced toolset and features instead of coping and doing mental gymnastics with your freetard software made by hobbyist neckbeards>muh costIf you're too illiterate to sail the seas in 10 minutes then you're a tranny or pacifist snoy westerner and shouldn't do 3D simple as.
>>1021052Only ears in OP look sculpted to me, everything else could be polymodelled.
This artist uses zbrush for most of his work. Works from low subdivisions to high. He's also a 2D artist and knows appeal, the polypaint is a big factor. Final renders are done in Blender. When there's a lot of hard surface he uses Maya. Anons are right, it can be done in any 3d software. There's no shortcuts, just skill.
I remember reading somewhere that old-school video games used to treat illumination through a lens of studio lighting. Instead of simulating rays, they use a combination of point/directional/spot/ambient light to convey the emotion of a scene.Is there any blog or video that talks about this phenomenon in depth blending both technical and artistic knowledge, comparing different shading models from different era.Also, PBR materials today is treated as some sort of divinely "correct" way to do stuff. When you talk about disadvantages, everyone gives a handwavy remark of "slightly" less performance. But how much? There are no exact metrics obtained by comparing two scenes that were designed with both traditional and PBR models in mind without bias.
You should light your scenes like theyre a studio because you want your audience to see and enjoy the objects you're rendering.https://warosu.org/3/thread/996611
>>1017946>actual artistsall 3d game assets are outsourced to india now
>>1018058Average indian 12 year old working on AAA titles in a sweatshop for 3 rupees MOGS the fuck out of anyone on this board
>>1018059he deserves it too, considering
>>1017944is this shit?pbr with crunchy textures
Ok,maybe i asked and get control theory, so what's left is, to...write on a picture? and show how it works? like,in motion? Basically the right spacing, or even timing, or even, drawings
The greatest animations ever made were made withjut digital tool, math, or even rulers. All this worrying abkut technical precision is a waste of energy. There's a pretty simple procedure, and if you follow it your movement sells and if you dont it looks phony.
>>1020698Put this thing in the spot.Skip ahead in time.Put the thing in the other spotSkip to the endPut the thing in the last spotGo back to fust after the first spotPut the thing slightly aheadGo to just before the second spotPut the thing just before itGo to just after the second spotPut thethung just ahead of itGo to just before the endPut the thing just behind the last spot.Comment too long. Click here to view the full text.
>>1020639I was speaking in animation.>>1020698Hm, >PhonyHow does this operate into walking then.>>1020699My only trouble is timing and spacing. Otherwise how does this clarify everything else like looping, queueing... Damn I just thought of that.
>>1020742Its a solved science. Youre trying to rhink about "space" but so far you have nothing. You need to make more than nothing first, let it be terrible, and refine it.In 3d the computer is doing all of the hardwork of figuring out "space".
>>1020928Well i didnt post you some.>computer doNo i dont want computer to do the thing the thing, i want to....do the thing, the thing. Ok this is very close...like, picture 1 to 2, between..that first pose in picture, to its second second pose...frame p1 to...frame p1-2,so on until p2! How, is it, done,...so it is, Realistic. That's all. No need whoel computer. other than... this lil chat of ours. Show example. isnt it easy?
i made a miku music video a year ago. And here i go over how i made ithttps://www.youtube.com/watch?v=UWrapnFTr2E
I'd cum in your throat from that neckbeard snoy voice so you would just gag on it and be silent
>>1021337There's a report category for that actually
>>1021342suit yourself, i made threads about this years ago as well. But if ya'll don't want em, i have no issue with leaving, toodles
>>1021328'gu on the 'log
>>1021347No one in the vocaloid community remembers your ad, the MTG campaign for that set was worthless and not a single card became Meta in the long run. You’ll only be remembered in the fandom wikis not Japan’s version of the vocaloid wiki.