How the fuck do I texture in PS1 style?I can model the character, but I am absolutely lost on how to texture it. I usually only handpaint my models and never work in low poly, so I'm clueless. Where do I even get the fucking textures for it? Every tutorial I found is just about how to do ps1 style furniture. How do I texture a more complex character that needs clothes, a head etc? Every texture I look at that could work is copyrighted as well. Please help I been stuck on this for ages.I do have substance painter.
>>1019702Cool better quit then since you cant be fucked to figure it out
>>1019694>>1019702Genuinely astounding how you are so much of a retarded nigger that you can't figure this shit out by just grabbing the model and eyeballing it.
>>1019694As much as people like to avoid it, but the reality is you need to be good at traditional art. 1. First you draw concept art for your character2. Then you draw it from different angles, finalize everything3. Then you start to abstract away unnecessary details to make it fit for PS1>MGS1 did it, PS2 games did it this way, PS3 games did it this way
>>1019694model in 64x64 uv
>>1019702just because its a projection doesnt mean it has to be a frontal or side image lmao
Do modern video game trailers use the same in-game 3D models, but render them differently due to hardware limitations? If so, why do the models often look worse during actual gameplay, and can that visual difference be fixed through shaders or other rendering techniques?For instance, look at the hair in the pic I posted
>>1020012They're not patronizing, OP is either underage or has lived under a rock for decades
>>1019918to add to what other anons said its not just the higher quality models, its also lit from the perfect angles, color corrected and goes through 30 layers of post processing to make the image look as appealing as possible. all those things while doable realtime (in the game) wont universally work from every angle in every environment. add to that different rendering engines etc etc and thats why theres such a big difference
>>1020014Not everyone is a basement dweller who plays with 3d models all day. You think regular normal folk even know what a polygon is in 3dcg context? Fucking elitist cunt
>>1020078>"is it hardware limitations?"> not it's not, here's why>"right, but is it hardware limitations?"> not it's not, here's why in more detail>"but it's hardware limitations, right?"> not it's not, here's why in clearer detail>"waaah waah don't treat me like a baby by explaining things to me"
>>1020078>t. basement dwelling virgin /3/cel
Every day I open /3/ and it’s the same thing. Blender donuts. Default cubes. Overweight men dragging vertices on their little anime girls.>How do I make hair?>How do I make cute loli?>WIP thread oversaturatedWe’ve reached peak 3D artist. It’s time for a creative extinction event. The planet's filled with mid-poly orcs and slightly shiny anime girls. There's just an oversaturation of "artists" and the solution to this would be a global culling. You will never make money, you will never prosper from this, and you will be laid off as part of the wave in the next 3 months like everybody else.Put down the tablet, get away from your computer, close Blender, and pick up a wrench. The world doesn’t need another Eevee render. It needs electricians, welders and forklift drivers to let you rediscover the joys of honest labor. At the same time, the 3DCG industry will slowly begin to heal once this process has started, after all these dozen "creative minds" are back to tightening nuts and screws under a vehicle to apply their endless creativity to.
>>1021038Solid rec, healthcare is king in terms of being fundamentally useful anywhere any day and age. Another job that is quite fundamental, but also very much 3dcg-relevant is a hairdresser. And I'm not talking about dumb-ass good-for-nothing barbershop folk, I'm talking real maestro of the curls who is willing to work with mid/high hair volumes, "sculpting" them into real works of art.
>>1021038>>1021045what's a job that doesn't have me directly interact with customers/the elderly that isn't oversaturated these days? main reason i'm considering a tradesman job like mechanic/electrician right now is because my mother is a "the customer is always right" type of woman and having spent far too long at cash registers with her as a child has made me realize that if i were to spend every workday getting yelled at by people who act like i'm an emotionless robot for minimum wage i'd probably either attempt to strangle someone or bash my own skull in within the first month
>>1021046There’s the graveyard jobs, can’t interact if their dead.
>>1021055You can also get a goth gf this way, they like walking on graveyards.
>>1021055>>1021071excellent idea, i live fairly close to a large graveyard too so it might be actually feasible
*teaches you nothing*
>>1020271Thus the importance of learning what the workflow should be
>>1020277WorkFlowThese two words mean the flow of the work.You're a noob, so you have no work and thus no flow.Do some work, and you will find the flow.
They're just hard on you buddy. Lol arch Linux community >=2.0 *sigh"
>>1009519to be frank, i don't know what to recommend to blender newbies these days. I learned most of Blender through a video series called Blender Underground. It was the absolute best series in its day
>>1011873Im just going to make a highpoly sculpt and just retopologize after.
Is there a way to emulate VRoid's PC version on my android tablet? I really don't like what mobile version offers (and lack computer), but maaan I wanna repeat after these cool Japanese VRoid avatar videos
What is a /g/ question? Sorry I'm not here often
>>1021056/g/ is one of the other boards, a better fit for an emulation question. Around here's it's about actually making 3d models
Vroids sounds like an awful disease
>>1021056Looks like /3/ is the most tame, normie and retarded board to ever exist. Are you aware of your neighbor /pol/?
>>1021083No, but it might be the most slow board ever. There are literally like 5 anons here.
I am making a mask to 3D print for halloween.Why isn't it bending properly when I use lattice? I want it to bend so it's easier to fit over my face. Some parts stay back and it causes the mask to look choppy and deformed.What am I doing wrong?
You should up the resolutionnon that mesh by a lot, a lot.Otherwise it's hard to tell from just this angle. The outer verts of the lattice might need to be moved too. It may also be the case that you need to exagerate the bend in the lattice to get the mesh to bend the way you want. Thats typical.
Its also helpful if the lattice shape is closely shaped tothe mesh youre deforming. Your lattice is way thicker than your mask.
>>1021031>What am I doing wrong?Well, you're trying to make a mask using a lattice for a start.
>>1021031>>1021058>>1021059It's also possible that your mesh has unintentionally disconnected geometry (multiple vertices exist in the same position), try selecting all vertices in edit mode, press m - "merge by distance".
How can I create these two characters quickly with the least resources possible? Would an AI mesh generator be able to do the job, including shipped generated HD textures?Seen people in shorts crank out entire anime girls in Blender or AI in like 7 minutes, meanwhile I’m still stuck tryin to do it.Not looking for a "learn topology" lecture. I want to know what pipeline actually gets y'all from nothing to anime girl fast. Bonus if I no need to spend 3 months learning blender sculpting for it.
>>1020700Im sorry, if you cant google it on your own then you're probably not capable of downloading the model on your own, so its impossible for you :(
>>1020626It's one guy(a bot) trolling.
>>1020623If you want high fidelity slop then I suggest you look into Daz studio. It has enough presets and assetpacks with possible variations and modification settings to allow you to make some slop high fidelity model almost as if you were in videogame character creator. Look into the workflow, and don’t use AI. Current 3D AI is only good at making sculptures and rock assets.
>>1020749Thanks bro, only man in here who does no trolling and gatekeeping
>>1020623>How can I create these two characters quickly with the least resources possible?>Bonus if I no need to spend 3 months--Impossible
How long would it take a beginner in 3D modeling to sculpt a face like this from scratch?
>>1020996Figurines. Aka sculpting.
>>1021005There are no figures of this character in 3d
>>1020996Koreans can make bodies but they can't model appealing faces to save their livesThe secret is grinding art from childhood which you never did. They've been forced do that by their parents and weren't allowed to do other hobbies
>>1021035No, they only do this for academic subjects.
>>1021042They have art cram schools in many Asian countries to prepare for entrance exams to universities
Making a goblin modelWhat weapon should i give him?
>>1020578Nice to see somebody else making goblins brother
>>1021008He must be a serious pariah for being so handsome in his society.
>>1021010ha, i tried to make a goblin that people would actually play as in a RPG
>>1021012He probably got teased as a grot>hey small nose! Lemme use you jaw to level my table HAHAHAHAHAHA>look at the symmetry on this guys face! Its like he's halway in water!
>>1021008This would make a great satyr.
What do you consider best practice when it comes to vehicle modeling? Especially for games? Do you prefer to have super clean topology and make sure everything always connects properly, or do you say fuck it and not even bother connecting tubes, framing, bolts, standoffs, and similar details and just leave them floating on the model while leaving texturing to solve the rest?
>>1020912This applies to all realtime rendering. A vertex passed to the gpu is just a fixed set of numbers. Minimally in practice, it's: 3 position floats, 3 normal floats, 2 uv floats. You're free to add more "slots" (you can pass less as well, but that wouldn't be practical) when you're programming your engine, but you can't randomly have more "slots" in one vertex and less in another, or vice versa, in the same array. Vertices on UV seams, or any vertex data seams, need to have two sets of per-vertex data. Thus a split is unavoidable.There are concieable ways to mitigate this, but none are practical. You could for example, store 2 uv "slots" on every single vertex and treat 0,0 as a null value, but that would require either branching in-shader or double the texture sampling and reserving the 0,0 pixel on every single texture to have all zeroes.Importers and exporters may optionally handle this case for better DCC support. Exporters may keep the split vertices connected by additional triangles to indicate that there was a connection on export. Importers may re-merge such vertices and, for example in blender's case, re-convert the vertex data to face corner data. But that doesn't change the fact that when you're actually uploading data to the gpu, whenever you need more than one vertex value on its adjacent faces, you get that many splits.
>>1020923You're 70% wrong. Literally
>>1020943I'm open to corrections. Feel free to point out where I'm wrong.
>>1020880Huh cool
>>1020784i prefer just painting the smaller details with height/normal alphas. box-modelling stuff down to the level of individual screws, welds and creases (though the latter can just be sculpted on and baked into the normal map) is just too much of a hassle
Tom steps down, chuds.It's over.
https://cgworld.jp/article/cgw319-medalist02.htmlHere's an interesting tidbit, Maya was used for the big skating scenes on medalist but they eventually ported the rigs to Blender for use by the animation team
Also a 4 articles series on the use of Blender on the uma musume cinderella gray movie:https://cgworld.jp/article/cgw234-acguma01.htmlThe model sheet palette rig in part 2 cracks me up
>>1020893>Originally, Blender only dealt with poses, but at the request of the drawing team, Maya's rig and controller were also ported, so it was able to handle motion, and it was used not only for skate shoes, but also as a guide for character drawing.>Note Mgear was not ported, this is your English language mistranslation. They remake the rig. Mgear doesn’t support Blender.So no, nothing you say was true about their usage in Blender.>>1020894>Only used for background and objects, not building the characters or model.Again leaving out context>>1020898Guy sees “Blender” in CGIWorld and assumes the entire thing was build from Blender. I agree, this anon is baiting the schizo after the thread died with him along because this anon has history of falsely claiming things in CGIWorld while the author who wrote it clearly explains it was only a minor thing.
>>1020903>>Only used for background and objects, not building the characters or model.Second article in the series is literally all about building the characters in blender. But I now understand a maya user would not have the mental acuity to understand multiple pages.>Note Mgear was not portedNo one said anything about mgear but the rig themselves, so you do in fact agree with me, you're just trying to make it sound like a bad thing that they didn't need mgear.
>>1020904>they eventually ported the rigsNo I am not wrong when I say you left out context. Medalist used Mgear in Maya had article screenshots proving it was 100% in Maya. Blender was referenced for drawing team, they did not use Blender for animation. They did not use Blender for creating characters or objects. The rigs were not “ported” because Mgear doesn’t support it. They remake the rig and drew from poses. Nothing else comes up anon.There is no part 2 article anon, you misread because of your dumb American education. They were not created in Blender, there was outsourcing to get it done and there is no mention of Blender being their final rendering process.Stop lying anon
Im kind of lost how do i proceed?
Id like to fix the mouth i mean
>>1020788Try modeling a gun to put in it
>>1020778kill yourself cris
>>1020778Proceed? You mean begin?
why does it look like that when i shade smooth, still learning ig plz help, whats the best way to make a hole or hole shaped stuff, wich is usefull for modeling guns and vehicles
>>1020859oh ok thanks u, i am lost then idk what the best way to make guns or vehicles and stff blender is very unintuitive and booleans arent a good idea apparently :(
>>1020861Stfu nigger lmao, if you're retarded gtfo this thread and get your fat skull shagged back into place.
>>1020835Looks more like shading along the vertices that were created when the hole was cut out
>>1020862>>1020859auto smooth is a noob trap. Because it gives you the false idea that you can automate sharp edges. When you really cant. Autosmooth is useful for lazy people making super simple models. But when you go to make more complex stuff like guns, autosmooth will fuck up your model, and you'll have to turn it off anyway. So it's best to just never turn it on in the first place. Manually create your sharp edges with intention.
>>1020896For me autosmooth works good as a first step during modelling of low poly stuff, but at some point, it often makes sense to apply it and manually adjust sharp edges (in some stuff I've been doing lately, autosmooth got like 80-90% of sharp edges, but the rest I needed to mark manually, kinda useful than having to do it 100% yourself, especially when you're still moving vertices around and in position where it is useful to have it readjusted on the fly for you).
I'm creating a video game but I don't know what it's going to be about (I'm just modeling meaningless rooms and some furniture)
>>1010325Still wip
>>1005594Did you see that jill model I sent you a while ago?
>>1013028yeah. mmmhhh so good. Ahhh yeeahh
dixon here, the game failed
dixon here, the game is alive. but no pics for now.
What do we think of the new shrek?https://www.youtube.com/watch?v=KbiwL74KyJQ
>>1017130Your version is way better.
>>1016809They will never make it then. AI video by that time will be already good enough to make the whole movie from a single prompt.
>>1008497The problem is that Shrek does not look like Shrek from previous movies, that’s it. Also minecraft movie was single-handedly carried by Chicken Jokey and intentionally terrible acting, so that’s not an argument.
wivtoa
>>1008463low test vasectomy sherk