i made the whole simpsons family in paint 3d, thoughts?
>>1002076Marge dildo when?
>>1002076enjoy it while it lasts. paint3d is deprecated and i dont even think you can download it anymore
>>1002127Whats the legal status?Am I free to sell my creations or do I have to pay Microsoft?
>>1002132yes you have to pay microsoft 50% of your earnings, same way you have to pay the blender foundation or autodesk when you sell something made in blender or maya
>>1002146
Am I hallucinating or was there an Unreal Engine General (/ueg/) at some point? It was nuked when the moderators did that oopsie a few months back, wasn't it? I double checked on /vg/ too but it doesn't seem to be there either.I'm making a new /ueg/ then, please forgive the absence of links and other useful information normally associated with such kinds of threads but I was never a regular and therefore did not save them.What're you up to anon?
>>1002043Yeah, forward can't do area lights. It's a technical rabbit hole
>>1001762explain nanite pls no dumbing down
>>1001762So nanite works with skinned meshes ie characters now, topology, polycolounts, retopo - all btfo or? Just need to find away to texture sculpts now because substance can't handle anything above a million polys and polypainting sucks
>>1002065>So nanite works with skinned meshesNo? Did I miss something? Because this would be huge. ¨>topology, polycolounts, retopoIf they actually got it working, yeah. >b-but animationTopology only matters for animation because of low polycounts making each triangle matter because it will be visibly fucked up during animation. High polycounts don't care about animation and topology because it's such high frequency that it will not be visible that there's a single rigid flat triangle in the elbow.
>>1002119Nanite now supports skeletal meshes as of 5.5.https://www.youtube.com/watch?v=Tb-GyNlzg5o
I honestly think I was able to reach the level I admired in pixel art when I was 20.but with 3D.
haters BTFO
>>1002256what the fuck are those legs? female legs arent at it's widest at the head of the femur but a bit lower, because of a fatpad. the one on the left looks really manish>>1002279that one is even worse... leg wise I mean. they look like a grandma'salso "fertility goddesses" wouldnt have visible abs but a skin fold or two
>>1002289This is my daily progress.
I can now make 3D waifus.
>>1000493Nah I am still trying to take his empire. Still him being my enemy doesn't mean I don't respect the guy.
Would it be feasible for a customizable character to use one shared mesh and just interpolate between male/female with shape keys? My reasoning for this is to avoid having to make two versions of every piece of apparel, body texture, etc. I think I might run into issues with animations but that's probably doable via IK and adjusting skeletal proportions additively. Are there any base meshes that do this already so i can start prototyping clothes/customization?
Kinda meh quality, but its a good proof of concept.https://blendermarket.com/products/ubm
>>995782The most dunning-kruger post I've seen on this board, maybe ever.
Sounds interesting
So, any progress?
>>995777>woman's head is smallerbased
Why aren't you creating your own 3D animated webseries? Glitch is selling endless amounts of merch and making shitloads in ad revenue. You could potentially create the next Amazing Digital Circus.
>>1000000
>>994832because I refuse to exploit people
>>994883Where do you work at?
I've been making an animated series by myself for two years. Some days I want to shoot myself, but other days I want to hang myself.
>>994832I would love to but I am just starting and I don’t know anything and I live in wide eyed terror of fucking up my model in a way I cannot even fathom nor fix
Painting with stencils allows you to use textures generated by an algorithm to quickly photobash your models. Here, a tutorial will be shown on how to do this from the basics.
>>999421i really like this tutorial format of written instructions on top of screenshots, rather than videos that i have to constantly pause.is there an archive of tutorials like this?
>>1001019Yes, I’m 37 years old, so when I was young, the internet was too slow and expensive to have online videos.Back then, tutorials were like this, a sequence of images and text.But they were always incomplete or skipped details, so since I have OCD, when I take notes, I do it this way I document everything in the form of screenshots and text. I've been doing it for a long time. And now with ChatGPT, I can write the instructions in Spanish, since that's my main language, and instantly translate them to English, even improved with better organization.And yes, the advantage is that if you make them clearly, they’re better than a video because you can pause and analyze each step, and you can skip the rest.I’ve been thinking about creating a Discord and posting them all there.
cool
>>1001036are you that ntr furfag? you sure sperg like him.
are you sculpting something? or you just want to see other people's projects? post here then
>>1001184cute useless wifealso her baos look a bit flat
>>1001248Thanks for the advice. I'm assuming that's stuff like cura or prusaslicer? I've googled a bit on how to use those but it seems like they can mostly slice using planes. Is that really suitable for complex objects? I see meshmixer can cut using a lasso-like tool. Is that software better for complex objects? All I know is blendhurr.>>1002002Oh. I wasn't sure what they're even called so I just referenced the tiny ingame sprite. They're called "chinese manju" ingame and I didn't bother researching, my bad.Also here's a sculpting question: how "rough"/sharp are bodies, really? What I mean is, I think that a lot of visual smoothness of the human body comes from subsurface scattering softening shadows by letting light through and bodies can actually get fairly sharp. But is that true? Here's a picture to illustrate. I know I'm not very good, but still. Left is what I'm sculpting on and off now, and right is the model in >>1001184 while it was still in T-pose. It looked similar to the left, but then I thought it was too rough so I smoothed the shit out of it. Is that the right thing to do, or should one keep sharp features and rely material scattering to visually soften them out? I feel I can't quite nail the balance of how sharp features actually get.
>>1002018for anime figures you're mostly going to be using resin printing, the slicers for that are Lychee and Chituboxthey're called "slicers" but you don't cut the figures using them, they're just for the exporting process, you still cut the figures into pieces in Blender or your preferred 3D softwarehonestly making a file you can release to be 3D printed and painted is a lot of work that doesn't involve sculpting, I wouldn't worry about it right now, just keep improving
>>1001181i got bored of this so I wont finish it>>1001184this is nice
hello anyones, i need a model of kirino and kuroneko from the anime oreimo in fbx to make a special model of dress in blender , important thing is they are barenaked with "HIGH" details . anyone know where i can download a model?
good morning, the models for downloading
I have the models but can't post here. Discord is thofus
>>1000865What's an anime?
https://www.reallusion.com/character-creator/cc-avatar.html
>>1000865learn english before posting
Billions must sculpt
the west has... risen...
blender have auto-ik function, so i don't know if i should waste time for second rig with controllers.
>>1002033It can’t understand animals or bugs ik, completely useless when Maya and others had such functioning tools for years.
>>1002033It's better to not use it because it has weird bugs, use addons like rigify or easyrig to make it easier
helpt i fucked up
>>1001772>you can never learn anything elseWhy ever learn anything else? There is no match to zbrush in terms of sculpting, probably will never be one
>>1001627Thats why I have a streamdeck zbrush profile so I never have to learn that shit. I just push the button that has what I want and sculpt.Zbrush keybinds are cursed.
>>1001533zbrush is actually a program where you paint using a three-dimensional brush. The sculpting part that everyone uses most of the time is a brush editor.
now ive fucked up again
>>1001970this whole model has become so scuffed holy shit
You are an After effects animator & just installed Cinema 4d & blender where would you start or you want to learn animation
You are a 10yo kid and you open a pirated Maya for the first time. You have no idea what does what. You click things and see what happens. You have all the time in the world.
>>1001720>10yo>knowing what pirating is>having the attention span to even mess around with a program as complex as MayaThere are zoomers who think WinRAR is a virus lmao
>>1001738You will never make it. The best talent in the industry started by fucking around in the software as a kid with zero tutorials.
>>1001770>The best talent in the industry started by fucking around in the software as a kid with zero tutorials.No shit retard, my point is that no kid that age, especially in today's world would have the attention span to mess around in a program like Maya, Blender or whatever 3D program long enough to stick with it.
>>1001951Good. We're safe.
Im trying to make the model of Alois, but for now it doesnt look very promising, can you throw some advices?
>>1001909Idk, for me it feels like going from 3000 triangles to 256 is kinda harder than from 0 to 256, but I'm not very experienced. I'll give it a try someday.
Where could i find basemeshes for anime characters for free? Exluding the stuff that was adviced earlier in the thread.
>>1001913https://github.com/johnzero7/XNALaraMeshhttps://www.deviantart.com/xnalara/gallery
>>1001912To go from zero to anywhere is the hardest thing to do, not just in modeling.People who insist on starting from zero out of some artificial sense of pride will often get nowhere and become jannies eventually.
I started learning Blender and i think the way OP is going, at least for stylized 2D characters, is the way. Specially when working with the mouse that makes sculping a headache.My problem was with creating eyes and mouth. Those goddamn pockets for the eyes and mouths killed my autism.
Let's make midwit the new /3dcg/ meme. MIDWIT
>>99424415 minutes is not short
idgi
a
>>994244>short 15 to 30 minyou want this to be never done? 5 minutes of 15sec blocks should be more than enough, depends on how many capable people visit /3/
there was already a /3/ movie thread before the nuking, just pick that back up
What techniques and programs are used to create open world games?Unreal Engine has Landscape, yes, but I'm not interested in Unreal, I'm talking older games like Skyrim, Fallout 3, or even GTA San Andreas which I replayed recently, like how the FUCK did they create those massive open worlds? Especially in SA's case I find it especially impressive, as it has both kinds of environments one would be faced with in tackling this endeavour, both natural (countryside, deserts, mountains) and man made (roads, sidewalks, skyscrapers).I looked up possible answers on G*ogle but all answers are just news articles glorifying (rightfully so) Beth's and Rockstar's open worlds, but there aren't actual technical details like what program they even used, settings, that kind of stuff, nothing that can allow me some wannabe to even begin trying to ape their work. I did find a very useful GDC talk going over modular kits [ https://www.youtube.com/watch?v=QBAM27YbKZg ], but while great that video goes over buildings and interiors (they used 3DSMax, one could use Blender as well if they wanted to), not open world creation. They touch on it briefly in the video I just linked, but more on a conceptual level, like oh we first draw a map, then we define the coastline, then the roads etc. but I'd like to know, again, more technical details, like are these worlds created as a simple plane in 3DS/Blender, how do they go about texturing such a huge plane without using enormous textures, how do they export it into a game engine, do they import it whole or do they slice it up in pieces for optimization and whatnot, and so on and so forth
>>1001475> Each chunk of landscape geometry than typically uses a 'splat map' to blend between up to 5 different materials. so you use the RGBA value of the splatmap to blend between materials say 'grass' 'sand' 'debris' 'rocks' 'mud' Why 5 and not 4? I mean each channel represents how much of a single texture is visible, so lets say R=0 means fully transparent grass, R=255 means fully visible grass, if G stands for rocks, R=128 G=128 will be half-grass-half-rocks used to blend between areas and make smooth transition from one texture to another. So R,G,B,A with this encoding can get you 4 different textures, but how do you get 5?
>>1001482Because how RGBA provides four values of how much of texture A B C and D are to be applied thru the 0-1 range in each channel. They all blend ontop of a null/base texture that will appear where ever your splatmap has a zero/black value in all channels including alpha.
>>1001485Oh yes, I see. Got it wrong somehow. And grayscale mask is blending between two ofc.
>>1001272the trick to open worlds is easychunks.you never load in everything at once, instead you load high-quality chunks close to the player, low quality chunks in the distance and no chunks where the player doesn't see. that's all there is to it.how you implement those chunks is up to your engine or you.
>>1001272i saw a video about Mario64 and how those worlds were put together, it describes what the anon is talking about in this thread, the splat maps and geometry. i tried to find it but couldn't but it is on youtube somewhere.