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File: catmull.jpg (62 KB, 1001x848)
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"Look at me, I'm modellng humans for my sloppa game in blender"

File: b.jpg (28 KB, 326x369)
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Years of using blender.
Countless tutorial watched.
The only thing I do in blender is retarged unreal anim with rokoko extension.
This shit is useless and cant produce anything.
I also do ultra simplistic 3d models, because anything else is time wasted
>>
>>1032910
Meanwhile I figured out all that stuff in 10 minutes. You should have tried using it instead of watching tutorials
>>
>>1032910
looks like you didn't learn how to use the program

File: cg01501.jpg (99 KB, 800x600)
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Is even possible to create these pictures using 3D in blender?
54 replies and 4 images omitted. Click here to view.
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>>1015360
he already looks like a shark
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>>1030268
>if animation software was free and good
It is
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>>1030272
I meant 2d
>>
>>1030295
Same answer
>>
>>1012229
But could you do it in maya?

Hi guys, i recently made a simple website where you can find all the currently avaible ZZZ MMD models, the avaible models aren't datamined but are the ones avaible on the Bilibili blackboards, the models are avaible for download only on the desktop version of the website (if you are on mobile just request the desktop website with Chrome), hope this helps many people getting the models quickly also you don't need to make an account like all the other websites https://tubero.ddns.net/ZZZ-Versions-Archives/versions.html
>>
>>1032869
thanks for the dolphin porn
>>
File: bruh.png (223 KB, 429x640)
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>>1032869
Where is the bangboos
>>
>>1032882
I forgot about them, ill add them as soon i can

File: 231 Phanpy.jpg (123 KB, 2048x2048)
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A thread to post sculpts, get feedback on sculpts or talk about sculpting
Consider posting on /wip/ for for projects that go beyond sculpting
Previous thread >>1007862
66 replies and 33 images omitted. Click here to view.
>>
File: 247 Pupitar.jpg (167 KB, 2048x2048)
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File: IMG_1411.png (1.1 MB, 1037x1059)
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Downloaded my first sculpting software to try and make some 3d assets and wow, this shit is way harder than 2d
>>
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>>1032082
Figurin' it out
>>
>>1032082
>>1032084
It takes time, but you'll get used to it. Highly recommend using some kind of pen if you're not. Nomad is also very oriented around being used on a tablet with gestures, so you may need to configure settings and setup keybinds for more comfort.
>>
>>1029716
>Me fucking rove you rong time!

File: cat.png (57 KB, 855x657)
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5 replies and 2 images omitted. Click here to view.
>>
>>
A tutorial I followed for the fur.
>>
>>1032591
Forgot the link.
https://m.youtube.com/watch?v=yR8FatqgTDQ
>>
Potentially needs to be shorter body. I don't know.
>>
Made the body shorter, thank you for pointing out ratios.

https://github.com/Niik-l/Natron

A vibe-coded fork of Natron has added
- 3D viewport
- Deep comp nodes
- Particles
- Volumes
- Camera tracking
- Cycles rendering

Opensource compositing is saved, just in time for the death of VFX
>>
>>1032823
oh and aces 2.0 support as well
>>
>>1032823
Wow you should tell the AI board
>>
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>>1032830
compositing belongs on /3/.

File: tomboy princess carry.jpg (35 KB, 734x418)
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Alright listen up experts, I want to model my very own OC tomboy character to fuel my delusions. Point me in the right direction on how to do it

So far I have
>followed the donut tutorial
>done some renders with some free cars
>messed around with simple lighting

Help me out anons, I need a cute tanned tomboy.
20 replies and 2 images omitted. Click here to view.
>>
>>1032796
Dude just wants to goon to tomboys and you're telling him to learn all this shit as if he's going to do a professional work at some corpo.
>>
File: IMG_1270.png (889 KB, 1136x640)
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>>1032798
>>1032801
If you noobs only want stale animation with no feel then go ahead. OP anon who is making the character is asking for “expert”, not noobs. You no bodies don’t have expertise on programming in Python or MEL that can bring the tomboy character to life. If he wants to go farther beyond he could add AI and that can bring personality that normal coding couldn’t.

Fake ass anime fans won’t understand our delusions.
>>
>>1032798
I think that's just one of the board schizos. No one has put a name to this one yet.
>>
>>1032812
Yeah any mention of maya or mel is the telltale sign of the mentally deficient anon
>>
File: IMG_0673.jpg (38 KB, 373x262)
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>>1032812
>>1032815
>Blender Noobs just discovered Python terminal on Blender
Get lost amateurs, only real experts with experience belong here. Any insults because you’re lack knowledge and understanding is why you’re not to be trusted.

File: 1787374622022418.png (158 KB, 1025x782)
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On a scale from 0 to 10 how would you rate your own portfolio?
10 replies and 2 images omitted. Click here to view.
>>
File: Scifi-Cuve.jpg (33 KB, 1571x846)
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>>1032493
its just this easy
>>
>>1032493
>subdivision surface modifier with 5 iterations
>sculpt
>then you add sprinkles and apply materials
>>
File: Imdabest.webm (2.44 MB, 1082x720)
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I'm PRETTY GOOD AT 3DCG MODELING AND RENDERING. It's all about having sufficient subdivisions to have control of the mesh.
>>
I didn't realize a humor thread was up
>>
>>1032653
jesus fucking christ

File: uv unwrapping.jpg (87 KB, 640x400)
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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.
40 replies and 6 images omitted. Click here to view.
>>
>>1028437
dog just bake the textures to properly optimized UVs like a normal human bean then.
>>
>>1028437
>3D painter
nigga you can't 3D paint on a computer. only basedniggas who paint warhammer figures paint in 3D
>>
So has anyone actually tried the quakepill?
>>
>>1032424
no, and nobody will, because it is wildly stupid and unwieldy.
>>
>>1032558
why?

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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
5 replies omitted. Click here to view.
>>
>>1031823
>>1031829
>>1031831
the 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
>>
>>1031885
All the people who got good at anything stuck to it even when it felt boring or they wanted to do dopamine junkie activities instead.
>>
>>1031885
If 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 car
I 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.
>>
>>1031885
Passion projects. Find something you like and copy it as best you can. Not surprised a camera doesn't hold your interest.

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>>
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.
>>
>>1031685
best advice? "avoid donut guru"
>>
>>1031685
for beginners: use more separate parts
for literally everything

File: IMG_4373.jpg (200 KB, 1138x1465)
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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
193 replies and 46 images omitted. Click here to view.
>>
>>1031960
>>
>>995345
noob here
i have a question regarding the face topology
why is it unsymmetrical around the mouth? wouldnt that cause problems with animating mouth and face movements?
what part do the triangles play here?
>>
>>1032158
I 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.
>>
>>995160
i 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)
>>
>>995160
Most 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.

File: hin.png (65 KB, 2871x249)
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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
>>
>>1032450
left rectangle needs to have a child of constrating with the other rectanlge as a target become active at the midpoint
>>
File: Video Project 12.gif (3.44 MB, 240x240)
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i refuses to slide along each other how do i fix this
>>1032451
>>
>>1032456
See >>1032451

File: Screenshot (516).png (833 KB, 1920x1080)
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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.
4 replies and 3 images omitted. Click here to view.
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>>1032461
It's not a werid haading issue, that shit is just not flat
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File: Screenshot (518).png (1.07 MB, 1920x1080)
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>>1032465
looks like i fixed it by aligning vertex, with snap to vertex mode
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>>1032474
Anon, I see you fucked up the face in the back in the process. Pay closer attention kek.
>>
>>1032476
yeah 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


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