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File: Luxology_Modo_Icon.png (78 KB, 256x256)
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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?
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>>1029901
nobody rebooted it like lightwave?
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>>1029966
>>1029934
What 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.
>>
>>1030067
i'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.
>>
>>1029854
>Upon further thought it's trannywear and also just seems like it's the choice for terminally online people.
Please for the love of GOD tell me you're underagedb&. I cannot fathom an adult man talking like this.

From Solidworks and Visualize
Saw someone's design on GrabCAD and remade it, so not a true original, but the mechanism would actually work.
Can you give me some feedback?
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Made a tutorial about an aesthetic that might come in handy if you are trying to make a game but are having workload issues.

https://www.youtube.com/watch?v=jjSpRPgmx4o
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>>1029828
Sneed
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>>1029818
cool
>>
I was hoping it was the same duck I remembered from years ago dishing out shitposts mixed with legit good advice. Bless you brother.
>>
Third tutorial about soft masking, deformation panel using inflation for more realistic results, and quick hair creation.
>>1030174
Get ready to remember.
>>
https://m.youtube.com/watch?v=3bwMBq-PbXU

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Hi, I'd like to procedurally generate models of some things I like, both larger things like diverse terrain, landscapes and geology that can look like anything in the real world and maybe even fantasy, but also smaller things like vehicles, architecture and mechanical stuff. I love seeing the different shapes, sizes and colours of these things and I want to become good enough that I can create something beautiful with them.
However, at this moment I know almost nothing about modelling and what programs and methods to choose, they each have their technical details and applications that I can't parse. I fear that I will miss something that would work better for what I want or choose the wrong thing and only finding that it won't work after dumping a lot of effort and time in it. My only experience is playing around with some toys that model just by manipulating basic shapes with codeblocks. This was very inefficient so I want to stop fucking around and get serious.
Eventually, I'd like to make a game or something like that with these models, so I will also have extra constraints and I'll have to choose something that can work well with Unity or maybe another engine.
The problem, and the reason I come to you, is that I am mentally retarded so things like UV mapping and defining triangles frighten me. They also seem incredibly time-consuming when combined with procedural generation and I'd really like to be able to make something that is at least decent as fast as possible.
I will learn the harder stuff eventually and I'll start with it if it's necessary, but right now I'd really like something more "high level" and easier to use.
Could you please give me an overview of what methods exist for this kind of thing so that I can understand what options I have and what would work best for me?
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>>1031665
Yeah, I was overwhelmed by all the videos that people can put out about this, but that's what I'm going to do.

>>1031698
>Uhhh... Good luck... 'as a start'...
Yeah, you're right, that's too much detail just for a start, but I feel like at least the general shape, the bigger elements and a simple linkage system on the wheels should be doable.
>no need to boolean them
What would happen if I needed to make a hole in a certain shape?

>>1031694
I don't know exactly how to express myself, rules that, based on certain parameters, like length, height or vehicle type, would generate a model that has those attributes with some variation in it's shape.
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>>1031706
>certain parameters, like length, height or vehicle type
these arent even enough to change the shape of the vehicle. you cant describe the rules, so you cant possibly write a program using it.
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>>1031712
There would be way more parameters that would imply cutting, combining, transforming shapes and other things like this. The program itself isn't the problem though, if I can't write it then that's that, I'll try something simpler.
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>>1031706
>What would happen if I needed to make a hole in a certain shape?
you wouldn't. You could create the shape with a hole in the first place, you could put together multiple shapes in a way that forms a hole.
But as I said before: just start, instead of talking about it vaguely and half baked. I assume you'll quickly start having problems to talk about instead of grand ideas
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>>1031717
cut where nigga? i dont give a fuck if you can or cannot cut, you dont know WHY a car is car-shaped, so how are you gonna tell a computer where to make the cuts?

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Houdini 22 Edition

Houdini is fun and easy!
Pick up a free apprentice version today:
https://www.sidefx.com/download/

Previous: >>996209
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>>1030676
Oh Look NO CGI
https://www.youtube.com/watch?v=5pTZZH2ZEBQ
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>>1031456
That's just /3/ in general. Houdini is pretty specialized, but I think there's some Anons that know what they're talking about. I wish this general was more active. It's a cool piece of software, but you don't often see people sharing their stuff like you do in other threads.
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>>1031687
in houdini world you're either an fx monkey making generic slop, or you know what you're doing and you're immediately identifiable because you're one of like 1000 people on earth like that
>>
Is there a rigify equivalent for houdini?
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>>1031710
apex auto rig builder, but it doesn't include the skeleton creation step

Did sfm set back 2010s animators years? (kinda ignore pic)
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any tips guys?
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>>1014830
This is true.
I had a channel in the mid-2010s primarily centered around FNaF SFMs because it was the channel I wanted to build, but peers outpaced me in the sense they were forcing themselves into the, at the time, extremely popular hyper-tism niches like "music videos" and "funny moments" type of content that simply didn't require the same tact or skill to make them look particularly impressive or high quality, but most importantly they captured as many views as possible through this genre. They of which garnered way more visibility in the tens of millions.
Kinda killed most of my motivation to continue making the content I was, which generally took the setting more seriously.
>>
>>1028992
boring honestly but I'm glad you're having fun
>>
>>1014631
As a mid-2010s SFM kid, it absolutely set me back years being stuck on the Source Engine as opposed to fully learning C4D, Maya, or Blender. ADHD brain is no joke.
>>
>>1014631
No it did the opposite.

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did this a while back wanted to share, how bad or good is it
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>>1031564
It's Incredibly meh
Not worth sharing
>>
I like it, makes me want to touch the bumps
>>
>>1031564
What does the pitcher look like from the inside, when you turn it around? I'm interested in the handle. Looks okay in the teapot.
>>
>>1031564
Try rendering it using different render engines
https://www.youtube.com/watch?v=uajO2_WZ4Ck
>>
>>1031564
It's good enough to fool my eye. I probably wouldn't guess it's 3D, unless you pointed it out. However, the way the cast shadows transition from hard edge to soft edge seems a little to abrupt. But I'm no expert on shadows.

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all that knowledge and skill you need to accumulate, just to get pennies on the dollar? WTF?
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>>1022522
It's always been exploitative like that.
There are just more people doing it, making it even worse.
>>
>>1027794
>I got nothing against immigrants
You better start becoming a bit more racist anon. Just wait until all those "immigrants" take over the HR hiring space. You'll never get your foot in the door.
>I got nothing against immigrants
Literal empathetic suicide
>>
>>1022284
>12% make 100K+
>19% make 80k+
>31% make 60k+
>49% make 40k+
assuming they're not counting income from other jobs this is actually not bad. Just like playing roulette I have a nearly 50/50 shot of making more than my minimum wage job. BET IT ALL ANONS GO FOR IT HAVE FUN GRIND AND HUSTLE THAT ART CAREER
>>
you guys have JOBS? HOW?
>>
>>1030700
Not bad? But how much work are they putting into it, physical and mental? How many hours of their life?

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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.
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I guess it really depends on how realistic you want the whole thing to be. As someone above said, making it round is the problem. You could use something like world machine to generate terrain, or a bunch of noise modifiers and wrap it around the world, then use a 2nd uv set for the poles. You could then use a bunch of colour ramps on the heightmaps for oceans and mountaintops. Depending on what you use your kind of limited for the rest, biomes, terrain texturing, erosion things like that.
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>>1031025
thank you (oldfag) for introducing me (newfag) to mojoworld
>>
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I tried making a planet with shader nodes in blender. I don't really like it, i'm not sure what level of roughness a planet should have desu. It's just a bunch of noise textures used a displacement and then going colour ramp low (water) > mid (grass) > high (snow capped mountains)
>>
>>1031544
I dunno, I like it a lot. There seems to be enough control to get the beaches to show up where you want them. Once you add the atmosphere and a cloud layer, it will all blend together nicely. Don't do the clouds procedurally. This never works. The NASA page has a nice cloud layer that everyone uses.
>>
>>1031544
>what level of roughness a planet should have
At these scales completely rough and the oceans around 30%. The atmsphere adds another diffusion layer on top.

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https://studio.blender.org/training/facial-rigging/
>>
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Wrong frame lol
>>
bump
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>>1026627
search for "blender rigging" on sanet(dot)st
It's the first link, I was looking for it too ;)
>>
>>1026627
No one has these expensive devices. There can never be a course for it.

What's a good place to go and find someone who can do good low poly art
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>>1031297
xitter/bluesky
start following the lowpoly people, see who they follow and what they repost, browse around, they're often looking for work

and maybe the polycount lowpoly thread. it's just about dead now, but you still get some decent stuff from time to time. I suspect you can go further back and find people who would still be open for lowpoly work
https://polycount.com/discussion/41232/low-poly-art/p289#latest
>>
>>1031359
this made me blush a little, honestly.
thanks anon
>>
>>1031297
What are you looking for, commissions or tutorials?
>>
>>1031297
the gay bar
>>
>>1031573
danger! danger! high voltage!

I'd still consider myself a beginner, even though I've been modeling for about a year. I wanted to ask for tips on modeling "vag" and "pen". More specifically, what's considered good topology for them without adding unnecessary mesh density?

I have a decent understanding of topology in general, but I have no experience with "vag" or "pen" topology, so I'd really appreciate any guidance, topology references, or learning resources. If anyone knows good tutorials or can point me toward resources for creating models intended for NSFW animation, I'd love to learn.

Any advice is greatly appreciated. Thanks!
5 replies omitted. Click here to view.
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>>1030954
>Good topology for genitals
It's a cylinder and the other is a negative space cylinder shape. Take a guess what good topology looks like here.
>>
I put it like this to avoid getting my thread taken down since 3DCG is not within the NSFW category
>>
>>1030982
lol
>>
>>1030954
It depends on what type you're trying to do (innie vs outie) but the principle of 3 insets is still the same. One inset for the labia, one inset within that for the clitorial hood, another for the opening itself. You can even add the urethra if you want, but that could just be textured in IMO.

Whatever you do, don't be a lazy smutbase third worlder.
>>
i hear actually getting pussy in real life helps

"anon what are you doing down there?"

"babe your lips need a retopo or i am not seeing the edge loops right"

File: Untitled.png (2.29 MB, 1080x1920)
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i wanted to do this little jammer thingie from one of my favorite childhood games, how did i do? im happy at least i got off my ass and did something instead of being a zombie doom scrolling or being a wage slave, well any tips, what do i do next, how do i improve?

i kinda wanna do uvs and textures and nodes material to finish it, how should i proceed, thanks !

Stay strong bros
>>
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>>1031450
topology and data
>>
Trying to evaluate how good a model is is hard without knowing the use case.
If it's just renders then you could go totally nuts, bevelling every corner. Modelling scratches and other extreme details.
If it's for a real time rendering environment, like a game. Then the big trick is to make it look good despite a lack of detail.
It looks ready for textures.
>>
>>1031450
You already have a thread there you goddamn spammer
>>1031351
>>
>>1031525
exept that was for legs, maybe try reading and u will see its completly different

If I wanted to create industrial environments for games, like the Grid areas in Armored Core 6, should I go with traditional 3D software or something more CAD oriented like Plasticity?
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>>1030938
what course and [spoiler]where does one download courses outside of cgpersia which only hosts on 20kb/s hosters
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>>1030846
you can make a metal strut in literally anything in 2 seconds bro wtf
>>
>>1030846
yes for OPs screenshot you would never need to leave maya/blender to make that. But I wouldn't discount cad completely for those who like to design crazy industrial/sci fi shit with bizarre booleans. Key word is design though.
>>
>>1031374
Show me your craziest cad design and I'll replicate it in 3d with half the effort because I won't have to follow the rules you did.
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>>1031024
Cool. You almost figured out my point.

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It's unironically over. AI can make better topology than 99.9% of /3/.
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>>1028576
what do you think it's using dumb chud.
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>>1025855
this is the most useless case I've seen. just use faceform or metahuman.
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>>1025855
Looks like shit. AI will never be good.
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>>1027821
unironically what are you using to do this? I want to animate my blender renders for fun and I've found it so frustrating to try and get something that just works
>>
>>1025864
What do you think over half the internet's traffic is, anon?


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