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People like to meme that 3D is hard, but was there anything in 3D that actually wanted to make you rip your hair out from how difficult/tedious it was?
11 replies omitted. Click here to view.
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>>1030439
What if it's connected to two or more other verts?
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>>1030459
the more verts, the less options you actually have to move.
If it's 2 points, then you basically put the 3d cursor between the two point you don't want to move and rotate the target vert along the normal from the two points.
If there are even more edges then the movement would be so restricted that you basically end up flipping the target vert by scaling it along the normal created by the other verts with the 3d cursor in the middle of it
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>>1030346
>People like to meme that 3D is hard, but was there anything in 3D that actually wanted to make you rip your hair out from how difficult/tedious it was?
Trying to fix regions of faces where the faces had started to develop a visible diagonal crease and no amount of smoothing or relaxing would fix it. I eventually found out the correct way is creating and applying a Weighted Normal modifier but it was really fucking aggravating trying everything under the sun until that came up.
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>>1030346
Just starting
And then UV unwrapping
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Fucking hair. I still to this fucking day have only produced something I can say "good enough" without eating up half of my VRAM on it alone.
I've had hair that I was like "Yeah, I like this." then the shit crashes blender if I attempt to render the shit in a scene that isn't a void.
Pic is something I settled for.

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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
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>>1025428
>>1025536
>Muh CAD
Post video retard. Daily reminder that cad is retarded with their 2D shit, playing with real 3D objects in 3D in blender is the way to go!

>>1025425
Watch this carefully OP it is literally like the secret exam in Hunter x Hunter.

And after seeing me make it you realize why the donut tutorial from blender guru [SIC] is truly useless you almost never need to model a fucken sugar shit like that. With this you can make chairs and hammers and knives etc!

>b-b-b-b muh rendering and colors and
That is for fagots simply sculpt and model!

And this is why all YT tutorial are useless if you do not know what shit to ignore and do the right thing!
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>>1033131
>>1025428
>>1025536
>>1025425
And this children is how it looks after you are finished.
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>>1033132
nice
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>>1032230
holy
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>>1033132
You didn't model the transition between the hexagon and cylinder

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A thread for primitive CGI, whether it was made back in the day or today.

Previous thread: >>1026280
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>>1033214
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>>1033215
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>>1033216
>>
peep this kino

https://www.youtube.com/watch?v=tw2i7bWIW6M
>>
Its hard to believe renders like this could take multiple days or even weeks to render.

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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?
4 replies and 1 image omitted. Click here to view.
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>>1032721
pro tools is for music and sfx
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>>1032735
actually i can barely afford anything and all my money goes to rent, i dont even go outside
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>>1032721
yes 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 sometimes
on 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
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>>1032721
You can but I'd recommend using a 3D painting application like 3Dcoat instead. 3Dcoat + photoshop is a really quick workflow where you can jump back and forth between the two with a single key press. I can't imagine going back to just painting textures in 2D. Blender also has 3D painting and addons to enhance it but it still sucks imo compared to 3Dcoat. Note that I pirate both 3dcoat and photoshop I'm not a shill.

>>1032741
lol

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Ia this program as good as it looks? I want something like this for a standalone headset, but I don't feel like giving money to Adobe (piss be upon them).
7 replies omitted. Click here to view.
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>>1028854
Yes
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>>1028854
>>1030075
Clanker and my BWC in your hands
>>
use genp to steal adobe software.
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I just commented in the other thread, you're probably (surely) much better than my jank ass is and I quite like it.

>>1029043
What >>1030106 said. Just make sure it's the legit source.
>>
I wonder if someone clones it with AI?

https://www.youtube.com/watch?v=eFB79TYI-Vw

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No physics engine doing the job for you. No motion capture.

This ass jiggle animation is 100% manual labour.

How long would it take you to make it?

https://strawpoll.com/BDyNzx5o4yR
13 replies and 1 image omitted. Click here to view.
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>>1031420
>How long would it take you to make it?

For the animation? An hour and a half, give or take.
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>>1031830
Yeah, right.
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>>1031420
That's just a flabby ass
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>>1033226
Bumping your own slide thread, Sybb?
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>>1033233
Just stating a very obvious fact, anon.

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so i put together my own assets, and decided to try and make a scene, its my first time so idk how good or bad it is, i dont have time to texture it, as i am a wage slave and no time, but as for now id like some feedback regarding my model and its composition and assets, thanks :3
3 replies omitted. Click here to view.
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>>1032675
dont have time
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>>1032701
Time is something you take.

"Here's some obviously unfinished shit give me feedback" well the feedback is finish the shit you start. That's the most important skill you can develop
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>>1032702
oh ok
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>>1032671
All the things look correct from a glance. If I were to view this scene as part of some production, I couldn't find any jank that screams that this is bad desu, apart from no textures ofc.
>>
Seeing as it's untextured, we have zones with lots of busy geometry and zones with almost no detail.
If you want the geo to do all the work the blank walls need more details. Floor and crown molding are easy ways to add class to walls. The window could use a frame.
If it's intended to be textured then the texture on the walls could do all the work of adding detail. Then you'd have to make sure the textures kn all the props don't then add so much detail to them that you have the same problem.

3D AI can now do decent geometry. it can output even quads with deformable geometry. all you need to do is rig it. it's genuinely over. Years of learning wasted. fuck this shit man. It's relaly only animators who are exempt from being slopified now.
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>>1033756
There are much better examples now, such as Google's Argon can model all of this.
And this is the worst the 3D models will ever be.
The tech can replace Junior Artists now.
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>>1033759
>The tech can replace Junior Artists now.
Lol, lmao even, you people have no idea what you're talking about.
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>>1033760
Sorry but the truth hurts.
There's a lot worse looking portfolios coming out of College graduates who are now looking for jobs.

Not only that but hiring Juniors means a studio has to hold their hands for 5 years just teaching them the basics.
AI will drastically evolve and work faster, making them already obsolete.
>>
>>1031700
retard take, AI removes all the creative decisions
the whole point of doing art was the creative process, now it's over
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>>1033958
Not as a proffesional. You do what the director tells you or what the concept artist already designed.

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I have been away from this hell site for like 10 years. Who tf is Cris?
Are you guys talking about Moot???
WHAT
I feel like I took retarded pills, my melanin rising and my skull reverting in shape and size to that of the Homo Erectus. I don't get it.
Anyway here is a few things I made a few years ago and left unfinished, /3/.
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>>1033069
You are gossiping.
>>
Cris is cautionary tale of 4chan. The eternal no progress indie dev. He may be the butt end of the jokes, but he is far from the only loser here with no achievements
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>>1033069
>Who tf is Cris?
I also like to know this.

From what I understand it is the guy who spams the catalog with the same threads like this.

All the threads start with the same shit like
>New workflow

And I remember him having 4 threads at the same time in the catalog.

He is similar to the VR schizo however the VR schizo is fun and he always makes 1 thread and only post in it so we are cool with him.
>>
>>1033069
>>1033169
PS: This is VR schizo if you are interested
>>994610

/3/ accepted him as part of the family now.
>>
>>1033169
the /vr/ schizo? You mean Auster?

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>>1033154
>YoUNeEdToSpEnDmONeY
This is why Maya and other tutorials from 20 years still currently work. Blender can’t do basic tutorials for 1 year without the main development team fucking something up.
>>
>>1033167
I agree that free is a good approach. Do think about the information currently available and how the teachers in that information provide it. If it is lacking in clear directions and explanations it can hinder the learning experience. Also think about how much professional expert information is available for free at the current moment, to how much may be available for free in the future, and compare it to what is provided for fees. If it is of any concern I used to pirate and do not condemn piracy.

There are various ways to learn, and paying for education isn't necessarily bad.
>>
>>1029154
start by learning the basic interface, then some simple modelling
there's a shit load of free tutorials for that on yt, so go get started
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>>1029157
It has the living shit upscaled out of it dumbass
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>>1029154
I think the biggest deterrebt will be your own standards. You've gotta have the humility to just keep pushing forward and not care what others think. Just keep going until you can live up to your own standards. It will physically make you sick to spend hours on something you know looks like shit but unfortunately no amount of knowledge can make up for consistent practice, which just means you have to produce like mad. Even if looking at your own work makes you want to kill yourself

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OK so how do I animate in this shit?

I rigged up a simple character and can make him do things however jesus fuck is blender AIDS for animations(I never animated in my life!).

I mean I think they cleaned things up since now we have 3 different views for animations like dope sheet next to the cancer that is graph editor.

So I was thinking about splitting the entire things into like fragments
>1 Character picks up a cup
>2 Character says things
>3 Character throws object at the camera.

Only is there a right way to do it? Ideally there should be something to let this happen however as it is now I am fucking around adding something and then the graph editor is filled with shit. How do I do a clean change or edit of this crap? Or have some logical division between real actions i want to make?

I tried to save every moment in the asset library however this feels like a hack. So how do I animate things? Is there a good workflow?


Comment too long. Click here to view the full text.
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>>1033140
Indeed, just click the auto keying button (google image it or ask your mom) and a key will be inserted on the current frame anytime you move anything. Enable the "only available" option in its settings and then it'll only auto-key channels that already have keys, which means you can just choose what bones will be keyed in the first place.

Look up what keying sets are and how to set up the "whole character" keying set, because in turn that one will not key locked channels and bones that start with reserved prefixes, which means with those two options enabled your graph will stay clean.

Link and override your rigs instead of appending them.

The general comfy work flow is
- link the stuff you're gonna need in a file
- set up child of constraints for objects that are gonna be grabbed
- if you're gonna have several shots that don't depict a continuous timeline, make one file per shot (or one scene if you're afraid of files but linked files stay small). If it's a continuous uninterrupted timeline you can just use camera markers to switch cameras
-key (select and press "i" and it'll do it according to your keying set) all bones you're gonna need on first frame
-now just use auto-keying, scrub the timeline and move/adjust your stuff. Start by placing the models and setting up the shot, then broad movements, then details etc

If you have several shots, you can render playblasts once in a while and set them up in davinci or the VSE to get an idea of the whole thing. Just replace them with the new or final versions as you progress.

Comment too long. Click here to view the full text.

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I haven't seen any guides with a consistent take on this
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You could always just use a corrective bone. Can't believe it took an advanced rigging course to stumble upon that one.
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>>1031965
anon just wanted to shill their paid program but:

- a good rig has good perf to not bog down the viewport
- it makes it easy to roughly pose a character very fast while still allowing you to find tune the pose with tweaker controls (this include nice control layers to hide the tweakers until you need them)
- it's hard to break
- it moves in an intuitive way and by extension the curves it produces are clean and easy to adjust
- it's not bogged down with a billion extra functions. You can always add extra constraints per scene when you need them
- it's easy to cleanly link/reference
>>
how is this the best thread on this god forsaken board
>>
>>1033106
it's the bee's knees
>>
I really need to learn shoulders

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>See 2D fag pick up 3D
>He starts producing near AAA results in like 2-3 months
I've seen this happen like 5 times and it demoralizes me every time.
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i wish, every time i come back to give blender a try i literally learn everything and have to start again because nothing makes sense and everything is unintuitive as possible. I'll spend an hour straight learning how to actually apply textures to a cube and by the time i figure it out i get tired of it and simply leave, drawing sucks to learn but atleast your actually drawing. 3D modeling is like if your pencil sprouted legs and ran around the house and the only way to get it to obey you is whispering a specific set of magic words that change everyday only once you get that right can you start making toddler scribbles
>>
>>1032997
Maybe try shorter intervals, if you wait so long between attempts that you forget everything it's really a you problem
>>
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Just my first 3D work hihi :)
Hope you enjoy :)
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>>1033076
Yeah well that's what happens when you finish your shit before posting instead of coming to /3/ with a half baked low poly basemesh
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>>1033079
Hey my half baked low poly base mesh at least means I need actual help rather than showing off

The mathematically perfected low triangle count rigged for animation male model
9 replies omitted. Click here to view.
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>>1032006
this. Every single joint looks like it'd take a 7 layer nightmare of custom rigging to not look like shit when deformed. And if you're too lazy to model correctly there's a 99% chance you're too lazy to rig correctly
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>>1032992
would it really tho
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>>1031967
finger topology is unusable for animation, except maybe the first knuckle on each finger

armpits are too low

rest is fine
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>>1031967
How do I make Japanese game models like Radiata Stories or Kingdom Hearts?
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>>1033086
Those models require very good 2D skills to make

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the models resource isnt the best and imcomplete
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>>1032952
>beg for money
DO NOT REDEEM SIR DO NOT REDEEEEEEEEM THE CARRRRDD
>>
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>replying within a minute or two
>gets called out
>leaves thread
the funniest part was that NMS was bait and there's already existing tools to do this and they could have easily got this done if they weren't retarded
>>
i was busy making money, anon
you should try doing it some time
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>>1032956
so did you get that model extracted yet? the deadline is coming up soon
>>
>>1032599
Who's going to sue them and how will they know if an obj file is uploaded on the internet?


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