WIP of my M36 floor plans of AngryRancor's D-5 Mantis (top deck)
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.
Imo the hard part is making them round
>>1029523so how do you do this? I'm still choosing which software to learn but this sounds like something i'd like to start with
>>1029853That wasn't me. I'm still looking for an answer. I used SpaceEngine with Rodrigo + TPE for now, but it feels kind of cheaty.
>>1029513Gaea2?
bump. I also want to learn how to make cool planets. an efficient way
Blender is finished.Lets face it Blender in 3.1 was getting better then the retarded devs basically ruined it and made it worse and worse.1) They literally removed the superior way to pick a modifier with muscle memory it is 1 click and a swipe to get what you want. Instead we got the retarded search bar where you need to type in the name of the modifier. >Ah yes 2 clicks or 1 click 2 letter on the keyboard and ENTER>Now picking a modifier is 400% slower!Classic blender!This was so controversial that people messaged the devs about all of this.The bullshit fandom reason was that blender will add so many hecking modifiers that this needs to exist.This started in version 3 We are on version 5 now and we did not even get 1 extra modifier and this shit stayed.Comment too long. Click here to view the full text.
>>1028681>payedyikes pajeet
>>1028681https://quackers.gumroad.com/l/classic_modifier_menu
>>1028681Blender is 5 now? Feels like 2.8 was only yesterday
>>1028681vibe code it, broly.
I do agree old eevee was easier for a controlled look. The new ambient occlusion system is dysfunctional, and the screen space raytracing is bad for any animated shots. Plus, it doesn't know how to handle both irradiance volumes at the same time. Funnily enough, light groups and letting the user define what's in rendered space would solve most all of the rendering issues, but they still haven't added that.My guess is blender doesn't want to compete with Maya in animation optimization nor do they want tools for animated shots, whether rendering or the UI for animation. The new eevee is great if you want to fool the viewer that it's raytraced photorealism for chairs and kitchens and so forth.It's a nice program but for making 3d characters, I've given up on expecting too much out of blender
How would you rig multiple breasts along the torso? With the spine twisting and bending. Especially the ones that are near the crotch, given how they will disappear when the model bends over (I also need to find how to make the belly bulge when doing that) or get buried in the pelvis when the torso rotates.I tried a combination of Copy Rotation, Copy Location, but I'm a beginner.I'm doing this in blender btw.
>>1028380More blend shapes.Either you spend the rest of your life building a system that accounts for all contingencies, or you manually account for the contingencies you'll actually run into.
>>1028160revolting
Ideally you wouldn't
>>1029525Yeah in an ideal world breasts would be animated with a physics simulation but unfortunately we don't live in an ideal world and that is not always possible.
>>1028160Hot
Why the fuck do you chuds keep saying my models are bad? Their proportions are literally spot on.
>>1029009>>1029025holy shit, dat you, sculpt-schizo? and cris...in the same thread?
rare schizo crossoverwe just need that one with the scary drawings and it'll be a three in one
>>1029009Built for my BWC >>1029025Built for my BWC aswell.
>>1029009you are ignorant of the nuance of proportion, guythere is nowhere in the big book of proportion that says "the very back of the head to the bottom of the nose shall be two squares"nor "that the face in 3/4 view shall be reduced to 3/4 of a square on the short side"half your diagonals are meaningless. most are just indicating a generic grid. and this kind of grid is not meant for drawing faces.go draw from life. youre literally doing it wrong.
>>1029585crissculptschizo3dguythe unholy trinity of /3/if you'll ever see all three in the same thread, you will be cursed with unemployment, forever.
>>1016792some old proggy for new bread
>>1026427What recommendations to learn 3D design like this?
>>1029658Dude, follow one of the many YouTube tutorials. There's a lot of low poly character tutorials. Learn by making. There's no magic trick
>>1029662But the style I want to learn is alot like that, I just want a teacher that can actually teach me well. Too many programming teachers are terrible for example ie they only teach you a small bit but then the rest of the even more complex knowledge isn't covered or they teach you but as you gain knowledge you begin to wonder if they were literally just faking being experts and were reading a manual just to create that video. I want someone that can teach 3D well or at least get me on the right footing.
>>1029791https://www.youtube.com/playlist?list=PLcaQc6eQjXCxWXmn5jxE_GTOft9ZxChu1Here you go, follow it and learn to use the tool
>>1026427>AAAAAAIIIIIIIEEEEEEEEEEElove how you're still going strong, Ganbatte anon!
Made this orbital logistics tender in Blender — basically a permanent waystation/container-port concept for Starship-class payloads.Looking for critique on the 3D design, scale readability, mechanical plausibility, and whether the model reads as infrastructure instead of generic sci-fi.Project page:https://highfrontierlogistics.com/Source files:https://github.com/highfrontierlogistics/orbital-tender
I have this problem of wanting the iris to be a flat image projected onto a 3D mesh of an eyeball, but also, that loses the 'bowl' like effect of how an iris catches light. At the moment, I have the vectors of the normal flipped along an axis decided by the bone that controls the eyeball: E.g., the "forward" direction of the iris is preserved, but down becomes up, and left becomes right.This works to create the bowl effect, but it has a requirement: Each eye must have its own material, individually connected to each eye bone of each armature. Effectively speaking, it cannot be scaled up without loads of work.How does Blender actually handle normals when geometry moves? Ideally I could bake the flipped iris, but when the eyeball moves, it doesn't preserve it. Only by rotating the geometry normals along the eye bone axis does it correctly work. Has anyone else dealt with something like this?
>>1030007Nice, way to go!
>>1029999I don't want to be too vitriolic anon, but this attitude you have is so common, and so stupid>why not just paint the color on? Surely you won't be using too many pixels What if I want to do multiple shots?What if the scenes are different and thus have different lighting?What if I'm making an actually large image?I am a degenerate gooner, but the amount of trash I find online is mind-boggling. Sketchfab is a nightmare of frankenstein rigs, broken shapekeys, texture ripping, etc. Youtube tutorials are dominated by people who have no clue what they're doing, yet they learned how to speak with strong language and ooze confidence. The actually good tutorials are impossible to find, and I lucked out by finding anons here. Idc if you judge me, I had to go to reddit; they were no help. Blender forums, no help. I cannot believe random anons helped me finally get this. The youtube tutorials are dominated by obvious porn brains, and while I cannot judge my fellow coombrains, they are terrible, but the algorithm pushes their trash content to the top, because it's softcore porn and everyone's clicking on it.I don't want to make trash that gooners will fap to because their standards are so low. Yes I'm making goonbait, but I want the eyes to work, I want them to work in multiple scenes with different lighting, I want them to not suck my memory and make my computer slow to a crawl, and if someone sees my content and doesn't care to goon to it, I WANT them to SAY, "Wow, that's an excellent model, look at how beautiful and deep her eyes are, how her skin glows, how she's posing". I want to blow people away.So uhh no, I'm not going with a half-assed solution from a faggot who doesn't actually know how to do anything
>>1030030That's great man and it's amazing /3/ was able to help you figure this out but I wouldn't have even wasted my time responding to faggots like >>1029999.
>>1030030>am a degenerate goonerIf you're that horny I can fuck you with my 21cm BWC in real life every day. I'll kiss your cervix with every pump you'll moan out for your mom in your own language.
Nigger just make the actual iris geometry bowl shaped. That's how everyone does it.
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
>>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
>>1026757Interestingly enough he goes a bit over it in his patreon making-of and it's a film effect, not a VHS effect, so it's much more about muting the extreme colors than any of the effects in that tutorial
AI will take our jobs! The ones none of us have!.
There’s no way there’s actual 3D artists out there that don’t want the workflows to be more simplified, they literally feel like stone age crap compared to what AI is already allowing us to do, maybe just the autists that obsess over getting their perfect topology by hand don’t want this. AI will be a perfect fit for 3D
I haven’t kept up with the progress that AI has had for 3D asset making. How capable is it? Is it still worth learning if I want to make money off it?I don’t want to sound like one of those people who coped when AI art was in its infancy and we thought the pictures of Master Chief standing in line at gas stations couldn’t possibly make art as good as a well trained artist, but even with my pessimistic view on how AI is going to ruin the internet, I just can’t see the technology being able to replace a 3D artist. It would probably make the process easier in some ways but you probably are going to need someone to use it until we have AI that can literally think like a human with the full knowledge and intuition of a 3D artist, which if it existed, it’s probably way too advanced and expensive for most people to afford I’ve seen those AI programs that can take an image and generate a 3D mesh, but even when you take account that the topology usually sucks and needs manual editing, you still have to UV unwrap it carefully so it doesn’t show distortion, texture it realistically or fine tune it to fit an aesthetic, bake features onto it for extra details, then put in a skeleton and weight paint it in a way that prevents unwanted deformation and achieves specific effects like jiggling or rigid movements in certain directionsI don’t think an AI could look at a chubby character and rig it in a way that an autistic but wealthy furry would want, or see a robot/mecha and precisely place the bones and restrict their relative movement that the design implies. Can someone cut the doomer mentality and tell me what AI is actually good for with 3D asset generation?
>>1026080making the meshes is insanely good if you're willing to combine them. retopo is okay. texturing is straight up awful. rigging is nonexistent par simple canine or humanoid skeleton without fingers or face. Tripo3D is by far the best atm but it's 20 bucks. as for open source there's not a single even half decent model.
>>1010467Don't worry OP, as long as there are gloryholes and cocks to suck, you'll never be out of work until the heat death of the universe while from what I understand your father got you the job who, in turn, got it from his father, your grandfather...https://youtu.be/diYS8jyOcFc?si=tlw6crphrvZK_BrY!!!FACT!!
>>1013812That's a good thing, this isn't a hobby board, it's a skill board that acts as a repository for information, imagine your question gets bumped off the map after an hour because some tranny spammed hundreds of threads an hour to rage bait anons.
does anyone have Crashsune’s low poly character tutorial from Gumroad? he has the exact style i want to go in terms of making models for commissions for but i dont want to financially support a tranny
There's no need for such mean words anons, be kind to those you don't yet know, like a hero would
>>1029524>be kind to indians and other third world shitskins that make up /3/
>>1029171>>1029172fuck off chris
>>1029158I'm sure a sushi chef isn't amazing at hamburgers but if I want to just make sushi I'll listen to the guy who only makes sushi over the "all-rounder" chef because sushi is all I want to know right now and he'll most likely have some nuanced tips you won't find from a generalist. People enjoy low poly because it's a faster work flow than ordinary modeling and allows for distinctive styles. I'm never getting into realistic 3d modeling so It doesn't affect me whether he's still doing low poly.
>>1029933Low poly certainly isn't sushi in this comparison, it's literally just poly modeling with more stress on topology. Anyone who does poly modeling can do low poly but not everyone who can do low poly can do actual poly modeling because >lets download the face texture
I tried blender when I was like 12. Found it way too messy and whilst stylised... ugly.Upon further thought it's trannywear and also just seems like it's the choice for terminally online people. I want to use a software that cool older industry guys would use. I feel that there would be less junk tutorials and resources to shift through too.15 years later, I am fluent in Rhino3D- but that's CAD. So naturally I want to learn a polygon based modeller with the most similar workflow... I heard this might be 3dsMAX? I haven't tried it, but I mainly work on Linux/Mac so having to boot up windows just for 3dsMAX is unattractive.MODO. What's the consensus? From my research it's pretty based and I just just loaded up the 10 year license . I only want to make some spaceship concept models as a hobbyist. I want to enjoy it too. Modo seems like a good fit or?
>>1029855rhino is nurbs, bitch>>1029854not sure rhino is cad. rhino is the best 3d motherfucker there is.
>>1029901nobody rebooted it like lightwave?
>>1029966>>1029934What do you mean nobody uses nurbs anymore? That's all I use. All I know is rhino & it's great. Poly is icky.Plasticity is tempting.
I have been at this for over 20 years, it slowly became my career and I have made every stereotypical mistake you could imagine. Stuff that would make you question my intelligence. If I could give my 17-26yo self one piece of advice: Just get stuck in; pick something decent and go to town.For the kind of guy who is fascinated by 3d, there seems to be pitfall for the pursuit of the ideal, which in any other occupation this would be a positive, in this niche; it is death. Blender/Rhino/CAD/Zbrush, cut your teeth on one and stick to it, solve your own problems, learn the language and symbols Companies use to navigate complex geometric tasks. And when you break the barrier between beginner to amateur, you will *get* it, and you will do it faster and easier than you could have imagined. Remember: calm and happy, with 1 program and simple tutorials, some a few minutes a day, a few hours a week. That's all you need.
>>1030067i'll take your advice as a 26 year old. I am beginner/intermediate in Rhino, but wanted to learn a polybased software because I want to try concept modelling. The problem is that spreading too wide (as you say) seems like the wrong idea. Rhino is also not the most suitable for concept vehicles and scifi assets, its better at fabrication and architecture. But I will stick to it, and just get good.
this will probably make 3d artists cry
you're putting way too much effort into garbage because it isn't AI
lol
how can i make this in 3d? i'm suppose to join a cylinder to an hexagon and vice versa, but how? this is driving me crazy
>>1030009it sucks, chud. where are the arched edges?
Got onto my PC and made it in 5 minutes with NURBS
>>1030013
>>1030014
>>1030009Looks good btw but you need to boolean the two parts together and these edges yeah
So I remember some guy makinmg a funny video of him trying to learn blender he was a game dev.Anyone remember that?Also I found these videos:https://www.youtube.com/watch?v=X6UVasgJi5chttps://www.youtube.com/watch?v=xnEg3MlOxXcWhat happens is a normie tries to use 3D software!Add other examples.
Found another blender blind series.https://www.youtube.com/watch?v=w1jMxYOYfmA
>>1029948CHUDDDYYY!! CHUDDY CHUD!
>>1029949What?
>>1029943>>1029947Blender will change it, they did it before snd will do it again. What you claim isn’t foolproof plan.
>>1029968>Blender will change itWhy change RSG ?IT is very convenient and logical.>Blender will change it,To what exactly?> they did it before snd will do it again.Yes they change it. What is your point?