The very concept of UV unwrapping disgusts me. You're telling me, that the topology I meticulously worked on, now has to be split and splayed out on a 2D plane, where it only kinda-sorta retains its scaling?Now I'm looking at a flayed human body, and I have to somehow paint its warped shape in a way that avoids unsightly seams, and screen space edges.Then, if I realize I need to change the model's topology or the position of the UVs, then it becomes unaligned. So basically, the mesh has to be set in stone before I even begin working on UVs.Why has nobody come up with a better solution already? No 3D texture space? No way to color vertices on a conceptually higher density than the actual mesh? That would probably be easiest. Just treat it like subdivision, but don't actually subdivide the mesh. Only increase the amount of imaginary points one is capable of coloring.The thing that really annoys me, is that UV unwrapping seems to be the best that we have.
>>1028437dog just bake the textures to properly optimized UVs like a normal human bean then.
>>1028437>3D painternigga you can't 3D paint on a computer. only basedniggas who paint warhammer figures paint in 3D
So has anyone actually tried the quakepill?
>>1032424no, and nobody will, because it is wildly stupid and unwieldy.
>>1032558why?
so im studying this model, and man, im used to krita, even tho im not very good and have a bad tablet, i was thinking that using krita and then any other web app to make an atlas like this is tots possible.Should i continue? or learn a real texture app? i still have to also learn how to do normal map, blender nodes, and many other stuff, idk how to even start, so little time, wage slavery doesent help, no energy, how do yall do it, what do u recomend? where do i start with making my own characters?theres also the issue with needing to deepen normal 3d skills, so i can then apply seams and texture it and give it life, idk where to start, this all feels like a waste of time when ill never have money to study this at a school and get a job, should i maybe quit?
>>1032723you have the privilege of working a jobyou're complaining because the food you're eating is too tasty
>>1032721pro tools is for music and sfx
>>1032735actually i can barely afford anything and all my money goes to rent, i dont even go outside
>>1032721yes you can use krita for texturing, and there are two ways for it; either just export the texture images, open them in krita and start painting away AND reloading them into blender to check how they're going (stupid and tediouse, I personally know), or you can use the krita-blender link addon; it isn't hard to install but i takes some practice to get around to make it work, and can get slow and crashy sometimeson the other hand, consider using the ucupaint addon for blender. I haven't used the current version yet but I've read it's much better than before
fake thread
>>1032043styx hexenhammer?
>>1032091I think it's Asmonbold
>>1032043You should have gone with a wow tshirt and the roach as animal companion
>>1032043>mommy can i get the mid-orgasm ugly nigga shut-in pervert amiibo?
>>1032052i dont like the guy but he's far from being a lolcow come on
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
>>1031823>>1031829>>1031831the 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
>>1031885All the people who got good at anything stuck to it even when it felt boring or they wanted to do dopamine junkie activities instead.
>>1031885If the goal is too far away you can often feel that it's hopeless. When it is more relative and relatable it feels possible. If the objective is to have fun learning 3D to be creative with it, then it is also a lesson of self understanding.
>>1031879>Honestly though you should try and model a real world gun, and the project after that should be attempting to model a real world carI agree with the gun but cars have a shit ton of detail, especially with all the internal parts, and it's definitely a stupidly ambitious project for a beginner.
>>1031885Passion projects. Find something you like and copy it as best you can. Not surprised a camera doesn't hold your interest.
>AAAAHHHHHH>LE DONUT >HOLY SNEED
>Begin following tutorial playlist.>He shills his keybind file.>Download it.>Open it.>Despite seeing fit to copyright stamp each page, it contains several misspellings, many instances of nonsensical grouping, inconsistent capitalization, & actively malicious renaming of basic settings.>Assume this file is representative of his teaching as a whole.>Remove the playlist from library.Bullet? Dodged.
>>1032551>He shills his keybind fileGenuinely curious, what's the point of this? Never had a problem with the default keybinds even with a billion extensions.
Andrew Price owes me smelly crusty donut sex
>>1032548nice donut
>he AI generated 3D donuts it's gotta be a fetish at this point
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.
>>1031685best advice? "avoid donut guru"
>>1031685for beginners: use more separate partsfor literally everything
Guys, it happened: https://www.autodesk.com/support/technical/article/caas/tsarticles/ts/BLXqMNXBIcX6QVoTvRDJC.html
>>1032570Blender will die from lack of AI as generational talent moves to the better tools while Blender lacks the ability to create with AI.
>>1031718This is the most insane thing I've ever read. yeah like kids are totally going to torrent sites they've never heard of for a shitty repack of Autodesk Maya 202X, looking up ancient tutorials from 2012 by some guy with the worst mic you've ever heard that costs 50 bucks, and not downloading the free program with a million free tutorials for anything they could ever wanna do.Do you larpers even listen to yourself?
>>1032572>>AI online toolslol, lmao
>>1031574If they're discontinuing it, they're going to make it free right
>>1031592It has like 99% of the utilities most people use Zbrush for anyway. Sure there are a few savant Zbrush autists who outperform anyone in sculpting due to their occult knowledge of Zbrush features but overal Blender sculpting is fine for most usecases.
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
>>1031960
>>995345noob herei have a question regarding the face topologywhy is it unsymmetrical around the mouth? wouldnt that cause problems with animating mouth and face movements?what part do the triangles play here?
>>1032158I believe they just crammed as much polies asp ossible to show smile lines/nasolabials when mouths is being pushed up. it's actually extremely good topo for the time. deforms super nice. rigged well. silent hill 3 does something similar. both tof these games are top tier for this.just look up the cutscenes from the games.
>>995160i really love haunting ground and ps2 games. im also interested in creating my own ps2 style game. do you have any social where you post your work? i would love to follow you)
>>995160Most older games were made on the idea that the mesh was a 3d canvas for images rather than that textures were for adding colour to a 3d model. Approach it with that mindset.
in blender how can I animate 2 rectangular planes sliding along each other while rotating so when they align perfectly the rectangle on top parents to the bottom forming a hinge pivot in the corner like in the image. Whenever I try doing so the two meshes just phase through each other only aligning at the end of the animation
>>1032450left rectangle needs to have a child of constrating with the other rectanlge as a target become active at the midpoint
i refuses to slide along each other how do i fix this >>1032451
>>1032456See >>1032451
when i render it it has this diagonal line, why is it?Also please rate the model, its fully og i wanted to mess around with an og design, critique anything u want, or if its bad, ik im not the best.
>>1032461It's not a werid haading issue, that shit is just not flat
>>1032465looks like i fixed it by aligning vertex, with snap to vertex mode
>>1032474Anon, I see you fucked up the face in the back in the process. Pay closer attention kek.
>>1032476yeah but thats cuz idk how to fix these little inconsistencies, so im gonna continue creating and learning from it, and if some blender god has any tips here ill be gratefull and keep evolving
every quad gets converted into two triangles that quad is skewed somehow
i am completely broke. i cannot afford virtamate, the cracked version of koikatsu party i have feels like torture to use, and gives shitty results, and i know nothing about 3d modeling so far, the donut tutorial went into one ear and out the other. any suggestions for free software? bills need to be paid, so hentai needs to be made.
>>1032393wdym? if you just wnatl ike game characters and make goonshit out of them you more need to know compositing and find decent poses isn't THAT hard. animation is way harder though if you want to make that.
Learn how to learn, then put in the hours.
>>1032422Didn't you see the other thread, learning how to learn is a false flag operation to gatekeep access to making art
>>1032435
>>1032393it depends on what you want to make. If it is quick and easy money. learn animation, there's already tons of already rigged nsfw models out there for either cheap or free. you may be able to port out some modded source filmaker models if desperate. If you want long term success, first learn anatomy then modeling. selling nsfw models can be a market of its own if you don't plan on monopolizing your own model
Volumetric space layering is writing depth into the prompt itself so the model builds z-space not just x and y, foreground objects have mass and occlusion, midground scales correctly, background dissolves into atmospheric haze, and the result is something you feel you could walk into rather than something you are looking at.
>>1032406>I'm not the one shilling AI here, that's your problem, not mine.I'm basically functionally illiterate without it
>>1032407Good thing AI can literally teach you how to properly create and assemble a beach scene.and/or link you the resources to.
>>1032408AI can't manufacture the feeling of your beach sunset for you.
>>1032409Yeah, it'll just tell you to touch grass, which is probably a good idea.
>>1032410mp4 of webp
It's an inset on my AR I'm working on in blender, topo in replyI'll show the other side of the shape too because idk if it's just that I can't get the light to hit it right but it doesn't seem to have the same issue. It connects differently but it had the same sort of connection before and still only the top had a problem, I'll try to show
>>1031174Looks pretty good I didn't know about bevel modifier really. That would probably be easier to work with you are right. I imagine the real geometry is something similar to what I have though although maybe cleaner?
>>1031175not that clean desu
>>1031173>How would I have 2-4 edge loops for this shape and keep quads only?You should be getting your high detail from something like a subdivision surface mod, not from cramming tons of edge loops trying to force a rounded edge.
Is this the shadows fuck-ups thread? Cus my data transfer modifier looks fine in the preview, but then I go to apply it and not only have the normals seemingly reverted, but now there are all these nasty little creases.
>>1032366Your mark sharps are probably fucked somehow. Data transfer can be finicky like that.
Can we have a productive thread to discuss how to use AI to improve our 3D workflows and become faster and produce professional results, rather than trying to cry about some imaginary 4chan anti AI versus pro AI debate?
Are there any good workflows to create generate low poly meshes out of crudely drawn reference sheets yet?I'm trying to make anthropomorphic Nintendo 64 style character models and it would be so much easier if I could just draw a basic head shape in MS paint, put it into an AI and have that generate me a mesh which I can put in Blender and edit to my liking.I've tried this with multiple frontier LLM's (putting in an image, then instructing it to generate a python script that I can use to spawn it into Blender) but they all either get the shape completely wrong or have dogshit topology to the point where it's better to just make it myself from scratch.The struggle of being a 3D noob is real.
>>1029757sometimes I use it as a base to sculpt from, as a way to iterate ideas on a flat sketch, or to create textures I don't have the funds or skill to have made.
What Comfy setups are you using to run your ZBrush sculpts through for meshing?
>>1030611why would use it for N64 style shit? it's literally all in texture. Ai can't rig or animate for shit.
>>1029757>/g/ here i have no idea how to use any 3D software but my oh my, gemini cooks. it's not really "professional" like how you guys work, but it came out good. https://www.youtube.com/watch?v=PNvFOYe0gEYhttps://www.youtube.com/watch?v=pkPsAYIkw58
What the title says.I'm a total beg.Have a coding background and want to start making my own assets for non commercial game projects.It's likely I'll be sticking to low poly stuff in the long run, but wouldn't want that to keep me from learning "proper" technique. So far the UI looks comfy, but since I'm complete beginner at 3D modelling I'm wary I'll be picking up some bad habits or navigate myself into a dead end.Something like pic related is the level of detail I want to be able to produce.
>>1032171personally godot has been good to me, but you have to be warned it was never built with 3d in mind. anything even slightly off the beaten path is undocumented or worse, implement-it-yourself. with your background im guessing reverse engineering an engine is manageable, but for me it's suffering. i checked out blockbench and it seems great for what it does, but for the model you want i think the geometry would get messy fast. if you're doing low poly shit you have the chance to make something comically performant, so why let blockbench screw you by filling the mesh up with texture weirdness and unnessesary verts?
>>1032168Just use blender. Blockbench can do what you want, but its really impractical to use, and the animation side of things is so bad you will end up having to move the models to a different program to do rigging/animations, at which point just do the whole process there lol. The only reason to use blockbench is the minecraft pipeline, since the program was initially made exclusively to make minecraft assets
>>1032255Thanks man. Playing around with it over the weekend was fun, but I'll give Blender a try next.A few other sources also told me about difficulties with the animation side of things. I also found the way it implements reference images weird, but that might be a beg complaint.>>1032229I'll see how far Godot will get me. Not fixating on low poly yet, but like you said I have a few ideas in mind where I figured I could use the extra performance. Stuff like rendering a ton of 2D sprites from a few 3D models.
>>1032229what features is it missing, in your opinion? My only complaint is that the mesh instancing system was a bit difficult to figure out but that was when I was making an RTS prototype, for what most use mesh instancing for it'd be spartan but ultimately fine.
>>1032263Blenders built in texture painting is doodoo still but it beats out blockbench in terms of overall utility. The compositor alone is worth learning as blender can be used as a makeshift photo editor. If you prefer blockbench's simplicity you can make a model with a rig in blockbench then import to blender for better fx and renders