Is using ai as a refrerence for your characters bad?
>>1027040Keep in mind, that you will not be inventing anything in this case. You will be taking something a 2d artist draw and transferring it into 3d.
>>1027040If you just want to be a 3d technician then sure, but all those jobs are taken by "the vast majority of 3d artists(indians)".If you're solo then you either need to steal concept art or make it yourself.The good news no one's brought up is that concept art and image planes don't need to be that well drawn to be useful. Immaculate perfect image planes and detailed accurate drawings are better, but however less than that you have all you need is to compensate while modelling. If a feature on the side and front doesn't line-up in 2d, you as the 3d modeler just have to pick one and stick to it. Lookat it in 3d and make it look right in 3d. Youre not obligated to show anyone your janky image plane sketches. They can be rough or shitty as long as when it's 3d time you're paying attention.
>>1027065That's a good point, but imo it's a bit different when it comes to environmental/architectural concept art. I think it requires somewhat stronger 2d artistry even to sketch that in a useful way. Maybe it's because in this case you inevitably have to deal with perspective and composition in 2d, which is less straightforward than turning on mirror and sketching only front view, and then retroactively derive side view from that. Anyway, that's just my struggles on figuring out how to approach it. I'm aware it might be easier to blockout big shapes in 3d and then sketch on top of render, but you still need very strong 2d perspective/composition skills even for those details. This is my current level at sketching architecture, which is basically just inventing flat symmetric patterns using mirror on top of flat basic geometry. And this is the level that I consider useful: https://www.pinterest.com/pin/38773246789654812/https://www.pinterest.com/pin/15692298697306056/https://www.pinterest.com/pin/11329436558995909/
>>1026860instead of asking, just use it as part of your creation tool lol. and it saves LOT MORE hassle from paying some trannis with ridiculous NDAs about their characters like I don't care all about that.
>>1027094To add to this. There's no reason you need to go around telling anyone you used ai references. Show off the model you made, not your image planes.
>Youtube is full of retards who are poly modelling entire human characters from scratch instead of sculpting themImagine learning wrong from the get go and sinking hundreds of hours into doing it wrong and inefficiently. What a nightmare.
>>1027058>>1027066You're wrong, sculpting was invented to get more women in to CG, the woman brain can't handle the poly/box modeling because of the complex spatial mental awareness and engineering required vs playing with some virtual play-doh.How many women poly/box modeler have you ever met? Now how many women 3d sculptors have you met? That's right, I rest my case. You may continue your unemployed seething now.
>>1027067>How many women poly/box modeler have you ever met? Now how many women 3d sculptors have you met?... None?
>>1027067>Retard: the postall male pro artists from game studios moved on to sculpting ever since it became available because nobody wanted to subd model high poly characters for baking anymore which was a pain in the ass and couldn't produce as much detail. Sculpting allows for infinite detail which then can be retopologized in any amount of polygons be it AAA or lowpoly early 2000s models, and most importantly at a high speed. Then you bake all that detail onto your low model.
>>1027069Virgin detected>>1027071Woman detected
>>1027096You're extremely low IQ and NGMI, having nothing to show for yourself.
for 3 reasons> V snap> D move pivot> DV snap pivot
>>1027021>integrated into my workflowYou're a pirate, not an industry pro, so the contradiction is obvious. You've got nothing to show for yourself and are just making shit up, which makes you a useless point of reference
>>1027024>just making shit upnah, keep being a retard. This was from my own experimentation with all software and I started out with Blender on my first year. Courses for pro workflows outside of anime blender slop will always involve these software 100% of the time.
really don't get why this larper pushes maya of all things as being better at poly modeling lmao. it'd at least be a bit believable if you said 3ds max or a pirated copy of the last softimage release but maya? that shits just funny.
>>1027027NTA, blender is only good at polymodeling and the best lmao. it sucks everywhere else.
>>1027037Eevee's a great alternative to all the maya people using UE to render their stuff
How would I go about recreating a similar look? Like the filters and compositing? He uses blender for these but doesn't explain the lighting/compositing set up in his breakdown https://youtu.be/TGkZ3f8fnpA?si=WmA-F-XKGy8Xb-Qqhttps://youtu.be/l-TJm7HkzkQ?si=ns_yXlL-QEn7z9qA
>>1026756>>1026742Here's a video abouthow to crate something along similar lineshttps://www.youtube.com/watch?v=lyegQf-rbtw
>>1026757>>1026756Appreciate the help man
>>1026742I can't say for sure, but looks like he might be using the clay-doh shader for some materials
My favorite:https://www.youtube.com/watch?v=wgZZRb_o-OM
>>1026742he has a video on his channel supposedtly going over his workflow. idk how informative it is i never watched the whole thinghttps://youtu.be/l46T7fJ7FmE?si=_iwqDp1kXK1rON-o
New workflow developed.I used newer tricks I learned last year by developing my own custom toon shader, and then used blender painting tools mixed with unionbytes old texturing workflow.This took 2 hours to texture and create the shader.:DIt's a much superior and faster workflow to what I had previously.
>>1027011Looks good, not gonna lie.But we never get to see your workflow or progress in game development.Why is that?
>>1027011yeah, I was convinced you were real at one point but now this is obviously a joke
Why is this thing trying to become bloatware jack of all trades like Blender? It will just run at 20 fps instead of being specialized lightweight software. Also, I heard its better than Substance Painter for some parts of texturing. Any inputs?
>>1026846Is it still illegal to make anti christian things with this software?
>>1026846I use it for handpainting only
>>1026907Kek, I tried to find the answer to this myself a week or two ago and this time I found that it's only illegal to do porn. I didn't dig too deep though.
>>1026907>>1026980Why do they put politics and religion in? I don't want a forced pigkrainian flag shoved onto me as an icon.
>>1026846LMAO, look at that bloated UI.
Daily reminder that the mirror modifier makes your anime girls fake and will never trick the brain into thinking is a 2d character.
>>1026849What about inorganic items like guns or cars? Do we stop using it for those?
>>1026849Just unwrap after applying and paint textures assymetrically
>>1026849>mirrors>randomizes vertsHeh, nothin personelle patrick
>>1026870Unwrap into a separate UV map before applying the mirror so you can bake textures from the symmetric UVs to the asymmetric UVs later
>make my game for free chud>Over 100 applicantswhat the fuck is wrong with these people?
>>1026064what an arbitrary distinction. ok then, kim jong un identifies as a democrat.
>>1025869pretty good, I prefer to workout fasted
>>1026069checks out since he's a brat.
>>1025865From what I know there’s a massive oversupply of 3D artists so people are desperate to stand out from the crowd. The thinking is that they’ll have something to put on the CV.
>>1025865simply put, overpopulation has screwed over the worldthere're billion chinks and billion jeets desperate to find work, and they'll do this shit for free if they have to just to not be seen as an unemployed bum by their familiesthe corporate suits already know this and that's why the job market is absolutely fucked
what is the best image to 3d AI out there? something good for a starting mesh to sculpt on.
>>1026915>>1025537Or your own butt
The idea is to make simple games with them : )
I love this thread
>>1017543make her titties hyper-realistic with leaking milk that you can drink from otherwise im not buying ur fucking game
>>1026592Joking aside, creating a lowpoly character that looks anatomically attractive seems like a good challenge to me. I think I’ll work on that today :)
Experimenting with a new UV mapping system. I also fixed the texture bleeding problem.
How do i make triangles like you do?
what the fuck happened to the community of DAZ3D?Stop pretending that Genesis 9 is better.Stop pretending that new clothing has good quality.Genesis 8 was superior, the clothing also had a higher quality.the clothing and assets also keep worse now in the genesis 9 era.what the fuck actually happened?Genesis 8 was the peak of the DAZ3D community.And all the good asset creators have stopped uploading.Genuinely we need to return to Genesis 8.Bring back the great asset makers,remove all the pedo catering vendors from both Renderhub and DAZ3D.Sick and tired of pretending this community is in good shape.Renderosity is also pretty much dead.Comment too long. Click here to view the full text.
>>1026848Surprised it isn't just>using DAZ in 2026The software's been shit for decades, why bother with it when Maya, Blender and C4D exist?
>>1026854It's for people who don't want to model or rig themselves
shouldn't have pirated all of it you dumb chud.
Any eye rig setups that address the issue of clipping once the cornea goes too far to a side? https://files.catbox.moe/0yac70.webm
>>1023848How would you model the eye to prevent facial clipping from the side while looking good from the front? Since it’s just a disc, once it moves enough to the side, it’ll naturally collide with the face in such a way that will look bad from the side unless shrinked/deformed in some way, I’m not sure of any other solutionI don’t know how weighting the iris’ inside and outside different would solve the problem, since it’s only the outside that’s the issueThe pose library idea is probably the most realistic
>>1023848>>1023854Stop being lazy and rig like normal instead of over relying on a dumb PC to randomly add weights.
>>1023854Arcsys eyes for example are modeled with diagonal irises, simple as that. Looks good from the front and side.
you can just use a shrinkwrap modifier. and make the iris/pupil mesh a separate object with a shrinkwrap constraint on the object itself, pinned to the eyeball mesh. to keep it from floating away from the eye. and then parenting the iris/pupil meshes to bones. align the normal of the bone to point directly away from the eyeball mesh and then put another shrinkwrap constraint on the bone. i can demonstrate the effect if you need. this stacking of shrinkwrap modifiers and shrinkwrap constraints allows for any shape of iris/pupil onto any shape eyeball/sclera smoothly and without using blendshapes. but of course, this will only work inside of blender though, and isnt exportable.The pupil should be shrinkwrapped to the iris. and the iris shouldbe shrinkwrapped to the sclera. and each mesh should have enough geometry Set shrinkwrap modifier to Nearest Surface Point and Above Surface with a very very very tiny offset to avoid Z fighting.
>>1023916This is working pretty well!
I'm making a game in Godot Engine and so far I made these two models. What do you think?
>>1026704Because OP likes naked little boys presumably
>>1026690looks like the opening of breath of Fire IV
>>1026690Maggie?
>>1026732As expected of country vegetables.
>>1026694>>1026704It is AI, as OP refuses to create anything. The only thing he does on this site is broadcast his fetish for nude males (which may or may not be accompanied by clothed females). We've been dealing with him on /ic/ for a while. For example:>>/ic/7757926>>/ic/7247650>>/ic/7330459>>/ic/7189052(None of these are his own creations, mind you.) It's odd seeing him on /3/. I didn't know he escaped containment.
Does anyone know how I can remove the anti-aliasing from those ugly edges?I use them for lowpoly PS1/N64 style models, but since I hate those black things it makes the model look really ugly, and it's about the hair and I haven't been able to find a solution to the truth.
>>1026816I mean to invest it.Sorry, I'm using translator.
>>1026813Edit mode manually mark the edge as sharpAlso check the normals
>>1026818>>1026817I'm not sure what "Invest" means.
>>1026825He probably means "invert"
>>1026827Ah, that makes sense.
>cloth physics simulation feels like RNG on whether you get nice folds and wrinkles or the mesh fucking explodes and melts>closest i get is using the sculpt brush to push and pull before but its still looks far from naturali dont know if its just a skill issue on my end or if im not using the right settings but its pissing me off
>>1026776>marvelous designerim doing everything except textures in blender as im hesitant to shell out money on specialized programs while still being new. >>1026777i usually do that with but sometimes shirts or tight pants come off as being vacuumed sealed onto the character depending on the pose. at the very least i just want to get good looking folds and wrinkles that i can bake onto lower poly models so it doesnt look shrink-wrapped onto the model.
>>1026778>shell out moneyDid anyone ever suggest that?
>>1026773holy shit it's ridge racer
>>1026779This. Pirate marvelous designer. Many professional 3d artists use it for gamesMake clothing in MD and hard parts in Blender
>>1026773If you are having trouble making folds you need to learn which folds belong in certain places and depending on how tough the material is will change how you want to make those folds. For example folds on a silk robe will look different compared to a leather jacket. this guy has a course on folds but he also explains it in this video. https://www.youtube.com/watch?v=B6I7AQl-9Hk&t=2177s